Heya, I've been playing through this and I'm wondering how you're supposed to solve the puzzle after you get all the evidence. I understand that you might need a certain Wig variant, but I'm not sure how to go about it.
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I sure haven't updated this in a while! So, I spent like a full day trying to figure out how to make enemies shoot and NPCs talk when you get near them. The biggest roadblock was when enemy bullets stayed in place, which is obviously a huge problem as during testing I got stuck in a kill loop whenever I changed rooms. Turns out I checked a box I wasn't meant to check and that was like, 2 hours spent down the drain over a simple mistake. But anyway, some more screenshots!
You're gonna have to collect keys to activate this spinning gate at the end! There's actually just 3 in the game - I don't know why, but the counter adds two keys for each one picked up, which is a problem.
I took a day off to do some personal things. And to try to hack my Wii (I'm bad at homebrew). But I got back to working on this today and this now has checkpoints! And so there's those crossroads, which will lead to a non-linear map, which the checkpoints are meant to make your life easier. Like, conceptually I imagine a Zelda-ish map with a few teleporters scattered around, and all the teleporters lead to the final boss, aka, the wolf.
My agenda for the rest of the night is to draw out the map on paper and plan ahead for the next few days!
For the summer session of My First Game Jam, I decided to get out of my comfort zone of using RPG Maker and text game engines and I'm challenging myself to make something in Game Maker!
The game is about Little Red Riding Hood, who's trapped in a magical cursed forest ruled by a wolf. Thankfully she brought her absurdly powerful gun that has unlimited ammo, so maybe she can make it to her grandma's house in one piece. The game itself is a top-down shooter, and I'm honestly not sure how long it will be because I'm trying to figure out mechanics as I go.
This is a video of my progress so far! I've learned how to do moving and shooting (WASD for movement and arrow keys to shoot), transitions, and HP, but I need to figure out advanced enemy AI beyond "sit there and hope for Little Red to run into you".
And here is probably the only concept work that I did before the jam started!
Hey howdy! I've been here a while, but I haven't really gotten into community stuff before. I mainly work on RPG Maker stuff and text game stuff, and I already have some stuff posted. I want to improve my sprite making skills and maybe learn how to code in the future (though I can never get a grasp on it).
I should definitely try to make the mailbox that has the message look different, my playtesters admittedly missed it too.
And thanks! I actually got to work as soon as the jam started and I've been staying up late to work on it, and I'm happy that you like the end result! Maybe I could one day work on an expanded version with all the stuff I wanted to add in.
Those are definitely things I'm going to have to fix, thanks. Getting combat difficulty down is hard, but I'll do my best to fix the early game! Although, did you try interacting with the mailboxes in the Desert World?
The world portals exist in all worlds, it's just that the only ones accessed in the game are dying ones as they're the ones the characters are actively seeking. World traveling however is rare due to the untold dangers of going into other worlds, and is mostly why Mr. Keepe is reliant the gang to retrieve artifacts. Outside of the story he ventures into non-hostile worlds or commissions explorers to delve into the more dangerous ones. It's something I wanted to show off in the game but didn't really have time for; I originally wanted to make an extra world that had a gang of explorers that got there before you and you would have to convince the leader to hand you the world souls (and to do some trading for Mr. Keepe's artifact quest).
Mr. Keepe places all the radios in the void and the one in Queen Uriel's land. The other radios were already naturally there for other reasons, though I honestly should make different sprites for these specific radios to show that it's not the generic ones Mr. Keepe is putting.
- The atmosphere was very relaxed and to me it felt like a pleasant forest stroll!
- Despite little instructions the goals were clear! Even then though I honestly just wanted to walk around instead of following the directions lmao
- The dialogue for the objects were interesting because it felt like looking into another world and being an observer.
- Also I think your art style is super cute and also I like that you use grid paper to make your maps it's very organized
You can't truly be royalty unless your throne is walking and armed with guns.
Anyway, I'm just about finishing up with this area and I've been working on the second to last area.
It's going to be some sort of amusement park place. Or at least, what's left of one. Has anyone played Final Fantasy VII and remember that you get a choice between climbing up a long path or fighting your way up the Shinra building? I'm going to give a similar choice for this area.
My goals, besides finishing a game, is:
- Learn the MV side view battle system. I've always been a Dragon Quest and Etrian Odyssey person, so I'm more used to 1st person battles. One of the pluses of that battle system is that you don't really have to make battle sprites for your characters. However, a lot of people prefer side view battlers, even if it's added as an arbitrary thing, so I want to get used to that system so that people could get into my stuff I guess
- Learn how to do animations in RPG Maker. Like, most of the default animations for RPG Maker don't really fit in well with the stuff I'm trying to make and/or don't really convey what the attacks do. I want to try doing animations, though so far I've put it on the backburner to focus on completing everything else.
- I've also kinda set a daily goal for myself to make one map and one enemy a day, and I'd feel that I'm not making progress if I don't meet those goals.
Most of my day was spent on working on the new area. However, a friend of mine playtested the game and was able to find some glitches I missed, including one that crashed the game, so that's good.
My philosophy when it comes to making tilesets and sprites for this game is to make only the stuff that's absolutely necessary, and then to work on the details and stuff if I finish the main game before the deadline.
I've been busy with other things yesterday, but I've getting back to work today!
Sylvian is the final party member of the game, and I aim for her to have average stats but a bunch of skills focused on buffing party members. She also constantly glitches around and is a victim of my GIMP filters.
The enemies pictured are a bunch of nationalists that won't give up their world soul without a fight.
Oh nice!! I actually have to admit that Bastion's one of the inspirations for this game, with characters dealing with the calamities in their worlds and the hub being floaty rocks meant as a salvation of sorts.
Finished up with the first area and started working on the second, My goal for tonight is to finish all the sprites I need for the second area.
Also Potatofuzz I'm trying to figure out how to properly convey a tap dance in 3 frames don't you worry
The Leg Horsian friend Herb the Cacti finally emerges. I plan to spend the rest of the night finishing his battle sprites and finish the desert area of the game.
Also, unless I know for sure I have time to make their overworld sprites, all the non-boss enemies will be represented by the default asset sparkling
So I was going to put screenshots and stuff but then I remembered that the game recording thing was the only good feature of Windows 10. This is my progress up to this point. There's still some things to fix (I forgot to turn the quest plug-in back on, lmao) but I'm happy with how things have been going so far.