Recent community posts
Thanks so much Corey :) Yeah, a level editor would be cool! I have a bunch of ideas for more level elements as well. If I ever get an urge to update it, I think that’d be fun to look into!
oh, good catch! Thanks for pointing that out. I forgot to account for the new track info with the config overwriting feature. I’ve uploaded a new version which should fix the featuring issue, and should now also load in all the other track info (loop count, locked state, preview settings, etc.)
Hi, I’ve made a new update to hopefully make looping more seamless, let me know if it works for you.
The solution is a bit of a workaround, and may not be 100% consistent. a more correct solution requires me to rework the entire audio playback system. I’ll consider it another time
Hello again, this has now been added! Let me know if you have any issues or feedback otherwise.
I decided not to add a dedicated looping region setting for now. You can still set a preview section and loop that, if applicable.
I added a loop toggle button to the player, which allows you to loop the playlist or a single track repeatedly. I didn’t add the shift-click play to loop, I figure the loop button toggle is more intuitive. I may change my mind later
Thanks for your insights! I think I have a good idea of how to handle this now.
I was thinking about it more last night and I realized having an option to loop the whole playlist would also be useful. Most players use exactly the icons you mentioned at the end, so I think it would make sense to have a toggling button that switches between no loop, playlist loop, and single track loop.
I’ll look into implementing this soon :)
Hi, thanks for the question! Loopable tracks is a good suggestion, I can see that being useful especially for showing off looping background music.
There’s a lot to think about for the first request to make it clear to the user what’s happening. Looping a track continuously would be fairly simple, it would just mean requiring the user to skip/click on the next track in order to continue the playlist. With a set number of loops I think there should be a counter somewhere, and there would have to be a decision made about what actions cause the counter to reset. A looping region is more complicated to support, but a lot of the ui I made for the preview region could be reused for this.
For the second request, I could see a solution where the play button switches to a loop-play button maybe by holding shift or long-pressing for mobile, or alternatively with a toggle switch somewhere near the top.
Let me know if you have any immediate thoughts, either way I’ll look into implementing some part of this soon!
CSS wouldn’t be able to control the audio, it only handles visual changes like layout and colors.
Nowadays browsers don’t allow auto-playing audio at all, a page requires user interaction before audio is allowed to play. So, I could add an autoplay config option but the best it could do is play audio after the user clicks somewhere, not on load (unless the player is loaded after the user had already clicked in the page)
Thanks so much! I appreciate it :) Code is not on Github, it’s made with Stencyl and would generally be hard to read that way haha
Nice catch on the broken yoyo issue, i can’t believe i never tested switching yoyos in that state.
The switches do actually save! but they only save on activating a checkpoint (otherwise it could potentially break puzzles). I should allow checkpoints to be re-activated on other state changes like that
i would love this for new project descriptions! it would be especially useful for when I'm uploading a Ludum Dare entry, which also uses markdown on their site, so that i could simply copy-paste the description text between both sites.
What i meant by the save icon being so nice is how it rotates without distortion. if you have a pixel sprite, rotating it will almost always cause some sort of jaggedness. I was going to make an image showing the difference, but while doing that i noticed that it actually is just a normal sprite rotation. probably because the icon uses pretty much only straight lines it looks fine. so my original point is meaningless haha
probably the reason i thought there was something unique was because it matched most of the other game (such as the black waves at the top or the checkpoint triangles rotating), but neither of those are sprites (i assume) so just drawing them wouldn't introduce those artifacts.
of course you could also just use higher resolution sprites and downscale them and it would have the same effect so i guess there isnt a technique im missing after all
I definitely saw the Umihara Kawase inspiration, which is great because it's an incredible game and like nobody knows about it? so one of the first things i was looking out for was a place to test if the hook wraps around objects. i was juust a bit disappointing to see it doesn't, but honestly that mechanic is so complicated, i don't think i would even be able to implement it. and it doesn't really add much to the game unless you specifically design the levels around it
and yeah, i meant just more opportunities to use the stretching grappling hook to shoot off things. the ability to cheese levels will come naturally ;)
suuuper awesome game. i just love the visuals, everything is so polished and thats probably what i enjoy most about any particular game. Like for example the rotating save icon, it just looks perfect. I need to learn how to accomplish that effect, is it just the RotSprite method (upscale > rotate > downscale)? anyway enough gushing about the details.
At the beginning i was kind of frustrated with the combination of slow movement + platforming. Before getting the feel for how to use the momentum to my advantage, i felt like i was spending too much of my time standing still, grappling, adjusting my length and swinging in order to make it to another spot, instead of grappling a few times and using momentum to get where i want. after going back to the beginning levels after beating it, the levels didn't feel as frustrating because i was used to the momentum. It felt like too much of a contrast between the 'slow, position-management' platforming and the 'fast momentum grappling' later. i feel like there could be a better way to handle this learning curve at the start, but im not sure how. Even the first jump was kind of weird, it took me a bit to even realize i could make it onto the next platform. the first two levels are pretty good, but im still not sure what the best method is to beat the end portion of the third level.
As for the controls, I was going to mention that i found myself mixing up jump and grapple a lot, and was going to suggest making jump be both actions, or at least having jump cancel the grapple. but i noticed you added that as an option and i enjoy it a lot more that way.
Is there any reason you can't reel in/out while while moving? I think that was what made me most annoyed about the grappling. you can reel while swinging with momentum, but only after letting go of the buttons. Also im curious as to why you chose 'up' to be extend and 'down' to be retract, i feel like it should be the other way around. Everything else felt nice though, the momentum is very good.
I think my favorite part was cheesing the red outlined block level by grappling the first block, letting it push me into the platform, and shooting me off to the right to skip half the stage. I wish there were more opportunities for me to do that again, that seemed like the only spot.
Also I figured out you can grapple at the ground and use the jumping effect to gain height from nothing:
not super helpful in most cases but still fun to do haha
anyway i can't wait to see where this project goes. the polish is absolutely my favorite part