Nice work! I'll try more after work, now I can just do quick test on phone :)
I am also working on my post-jam version.
The character was cute and fun to edit own one, though I would have liked more options ^^ For the gameplay, the controls felt a bit too floaty, and made it hard to control. This meant I many times "circled" around target, or when new saw-blade appeared in the direction I was heading, character was not responsive enough to avoid it anymore.
I liked the game ☺️ It is bit mean and gruesome though 😂
I tried to play this first on the computer, but using mouse felt clunky. So later I tried with phone, and yes this works better with touch controls 😌
Though sometimes I accidentally did dash or jump even though I meant another. Maybe instead of tapping/swiping this could have been two button game?
I liked the visuals and music, they were quite lovely. Also I liked the creative usage of theme for the story. Great job managing to create exploring and brewing modes, it gave variety and also more depth into the game. Now just to mention, that moving between rooms was bit finicky, as you had to move at specific spot. Like Pressgoal, I sadly had error at the end. But overall, I liked the game :)
I tried and recorded gameplay of each entry, and around 15:57 I play yours.
It was nice game, mostly Pacman clone of course, but the twist being enemies eat your pellets. Now the story wasn't apparent in the game itself, and in the game the theme wasn't obvious. The art was minimalistic but nice, but the health bar was out of style. Maybe it should have been similar apperance to walls? As I played the levels, eventually I couldn't keep up with healthbar decreasing even though I ate pellets as fast I could, and such the end was eventually imminent. Maybe some powerups which would make you prioritize the routes to enable better regeneration of health? Now for the controls, turning seemed bit finicky, as you had to press pretty much exactly on the crossing, otherwise character moved past it. In Pacman games usually you can press slightly earlier to buffer the input, and character automatically then turns when it's at the crossing.
I tried each entry and recorded my gameplay, I play yours at 11:42.
I liked the color and font choice of UI, it was clear and pretty looking. As for the gameplay, there wasn't much. It was nice to try guess the names, but there wasn't much of challenge in way that no time-limit or scoring, and long list of names was bit overwheling. So maybe you could have "gamefied" it bit more. But overall I liked it, it was nice, I am just really bad at movie and music names ^^"
I play your entry at 29:27
I liked the idea in the game, sentence which words you replace, which determines next phase. I was just bad at playing the gae^^" Like Pressgoal previously commented, I had perpetual error message when I died, which forced me to quit the game with Task Manager. The art was nice, though menu could have used some polishing, as first impression was bit confusing. I decided to play each of the games, and record them, I start playing yours at 0:11
Yup that solves it, thanks! Firefox doesn't have WebGPU implemented in regular version. Opera and Chrome supports pretty well. I should mention this on the page.
Yeah listing was mostly for debugging, but also showcasing that I can read now device limits etc. which you can't get normally easily in GameMaker 😌
Well although I couldn't make game in time, I got pretty solid system out of it 😄
Hello. First note, that this asset uses shaders to fill up empty areas of surface. So you need to decode values from surfaces to use them in GML.
The main focus in this asset is to create coordinate mapping, so we have surface which tells coordinates to the closest seed values.
This mapping can be used for several things, like doing approximate Voronoi diagram by filling empty areas with closest seed. You can transform coordinates to different fields, like distance or normal fields.
Now from off the hat, I can't say could you do this efficiently; but you would want to transform this mapping to tell coordinates about second closest seed. I have idea how you could do that (edit. nope didn't work, I'll rethink)
As the elephant in the room, this asset is most useful for visual things, because all important information are stored in surfaces. To access them in GML, you need to decode them to e.g. buffer.
That can be huge hassle, but also can cause lot of overhead; if you need to constantly flood and then decode to buffer. In that case, I wouldn't recommend using this asset, even if finding second closest seed would be feasible.
Now if seed is rarely updated, then it can be useful (because then you don't need to re-flood and decode it constantly). Here is example of use with my jam-game.
The ground, glow and border use 64x64 distance-field. Distances can be interpolated nicely, so ground is smooth instead blocky. Also distances are decoded into buffer, which games uses as collisions.
In that game, distance-field is created with this asset by using 256x256 seed surface, which is only done at the start of level. Making level was done by just drawing random shapes to seed, then: flood, transform & decode. This allows destructible environment too, as I could have just erase area in seed, and do steps again.
Sorry about long post 😅