Sounds like a pretty awesome route! Thank you for checking them out!
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Oh, I will definitely see this! Thank you for the feedback, you should check out the latest version of this game (no web build yet, but it's coming soon): https://snoutup.itch.io/card-hog
And thank you for good wishes! Managed to avoid COVID-related issues so far and hoping to keep it that way with vaccination.
Thank you for the feedback!
I'll see what's happening with duel game over screen and get it fixed as soon as possible. Something like additional perks are in my idea list already, I'm just not sure who/when/how should grant them. Probably gonna be a side quest of some sort. Adding something like a coin drop boost would be a nice simple perk for sure!
Thank you very much!
Regarding first point, I think enemy drops lost during slam attacks ending up back in the stack would be a bit confusing and quite overpowered. However, bosses already do drop their item even if they're killed by a move action (the item is dropped in previous player position), so don't worry about bodying them if you have to!
I agree that perk system really needs some spicing up and upgrades would be one way to go about it. And the game also already has more neutral perks implemented, I just haven't found a good-enough way to grant them to players. Some might be game-breakingly OP, but there's a bit of fun in that also :)
Healing slimes sounds hilarious! Would be hard to explain it visually, but it seems like a fun and weird mechanic to have. Other ideas are also interesting, I especially like the burning enemies to drop scrap or stun enemies on attack. These really fit the game well and wouldn't be hard to add or visualize!
Hey there, sorry for a late response and THANK YOU very much for the feedback!
While the explanations and guidance are quite lacking and I plan to work on them, item loss on a "body attack" is pretty hard to explain and I feel like an indicator might be confusing by itself. There's a lot of information on the screen already.
Regarding your second point, what kind of upgrades do you have in mind? Can you give me a few examples of what you'd like to see?
Much appreciate your work with translation, but it will take a while until I'll be able to add it in the game. While en.json contains card descriptions, all of the UI and a lot of other strings (stats, upgrades) are still not ready to be translated. And, like you noticed, game doesn't have a support for special characters. I will also be adding more cards soon.
Either way, send the translated file to me ( email@example.com ) and I will notify you about the progress on the translation system! I might create a small web service (or use Localizor) for easier management of community translations.
Cheers and let me know if you'll have any more feedback!
Hah, now this version is going to be too hard too! It gets easier after more perma-upgrades are unlocked, but I'll have some balance updates too. I'm aware of performance issues on lower and even medium Android devices and will be working on that in the future.
You should be able to utilize builder, it works fine for me. Update to the latest version and check the settings if it points to the right runtimes.
Sadly creating resources is broken, together with quite a few other things, so we must wait for updates. Still better than using IDE.
So, my issue was never about live_call() line placement, rather than about something failing to load functions from other extensions. I was able to reproduce the issue in an empty project with only extensions being GMLive and Quality Structures, so maybe latter is the culprit here. Edit: tried it with other extension (file_ini) and same error happens.
if (live_call()) return live_result; ini = file_ini_open("test.ini"); /// results in [live][2020-09-28 10:27:23] Runtime error: [error] `instance#100002(Test)` (Test) does not have a variable `file_ini_open` called from Test:Step_0[L3,c7]
Here's that test project: <snip>
Is there any way I could fix it on my own? Please, I'm addicted to live development now.
So far 2.3 has been a lot of headache to me and what's worst it's breaking my favorite GM tools. After upgrading project to 2.3, GMLive started having issues with functions from other extensions (example from Quality Structures below).
[live][2020-09-25 17:52:54] Runtime error: [error] `instance#100062(Card)` (Card) does not have a variable `qs_get` called from CardSetup[L15,c10] [live][2020-09-25 17:52:54] Runtime error: [error] `instance#100005(Game)` (Game) does not have a variable `qs_list_size` called from GridsAlign[L20,c20] [live][2020-09-25 17:52:54] Runtime error: [error] `instance#100005(Game)` (Game) does not have a variable `qs_map_find_value` called from Game:Draw_73[L212,c16]
At first it looked that maybe this issue is related to my "ugly" macros, which brought up a warning during live reloading
[live][2020-09-25 17:56:53] Warning in Game:Draw_73: [live][2020-09-25 17:56:53] macro:view_test[L1,c91]: Expected a statement, got bin_op #macro view_test camera_get_view_y(Camera.camera) + camera_get_view_height(Camera.camera) * 0.5
But issue persisted after I moved all similar offenders to their functions and now I'm lost. It's quite a big project and
I can't seem to reproduce the same error in a freshly created one, so not sure where to even look for possible problems.
By the way, if I put in back that "ugly" macro and try to call view_test in a live function, I'd get the same error, maybe that's a hint of what can be wrong. Other macros are fine.
[live][2020-09-25 18:01:46] Runtime error: [error] `instance#100005(Game)` (Game) does not have a variable `view_test` called from Game:Draw_73[L10,c5]
What can I do about this?
Sorry for late response, hope you have solved your issue already! Are you using GameMaker sprite editor? That might be the reason for rough edges. I create my graphics with Inkscape (or you could use other editor) and there's nothing really special about them. You might need to toggle "Interpolate colors between pixels" in graphic options of the platform to see if that improves anything.
Thank you for the feedback! I locked mobile version to the vertical orientation, so scaling shouldn't be the problem there (although issue might persist in mobile web version) and also added a few precautions to avoid dead cards staying on the table.
Look Your Loot and Dungeon Cards have the same gameplay, indeed! In Card Hog there are a few mini-bosses (Skull, Necrodancer, Fireboss) and there will be bigger ones in the future. Preparation deck before a bigger boss fight is actually a very good and interesting idea. Thanks!
Thank you! I'll look into it. I've been mostly testing the game with mouse, so keep neglecting keyboard controls even tho I have a suspicion they're a bit (a lot?) broken at parts. Spacebar support will be added in the next update too!
In the current live version there's only fire guy to fight, but another boss already done and ready to be published with the next update. I just want to add a special drop for that one and a few other things. In the future there definitely will be enemies which annoy players with certain board and card manipulations :)
Biggest problem with puzzle-based rooms, that I'm very bad at making puzzles. Unless they would be very basic ones and take me forever to design anyway. Maybe I'll get some help there, just need to create a proper grid editor first.
Either way, in the future endless runs will have much more variety and maybe even include certain special rooms (for example if bosses would need more/less space and etc).
Thank you everyone for your feedback already! Not sure if there's a way to multi-quote, but I voted up your posts, just in case that sends out notification.
- crash related to the fireball enemy is fixed in the latest update
- scores will be saved and there will be some kind of progression eventually
- when I'll have enough bosses and enemy cards, I'll be able to create a separate game mode which will have an end
- art is going to be the last thing to be reworked, maybe after I'll feel like I have a well rounded game already
If you found a bug, got ideas for new cards (skills, enemies, pickups) and gameplay mechanic or just want to share your opinion about what you liked or hated in the game - this is the right thread to do it!
Placeholder for the list of all available cards and their descriptions.
|Player||Main character card. Of course it's a pig.||Character|
|Select||Special event card which allows player to choose a new card to add to the rotation.||Misc|
|Slime||When killed splits into weak slimes which absorb nearby items. Won't split if there's no card to absorb nearby*.||Enemy|
|Stun Gun||Stuns enemy for 3 turns. Character will switch places with stunned enemy instead of taking damage.|
* these properties or mechanics are very likely to change in the future.
Absolutely loving the GMEdit after the few latest updates, been using it in tandem with GMLive for quite a while now and was wondering if it would be possible to improve their integration via plugin or GMEdit update. I'm thinking about something like a checkbox in context menu which toggles live_call() code at the top of the script (I guess a tricky part would be to detect if script has arguments) or having a short string like #live would do something similar. If that makes any sense.
One way to go about this would be snippets, which would save some time, but wouldn't make code cleaner.
I don't care if it's for kids. I love this! Arrow indicator is a bit tricky to see at times (it's fair that it's trickier, when I misclick) and it could be active a little bit longer.
I'm jealous of your art & polish. Good luck! Hope to see you in another jam!