Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Trample Path Games

34
Posts
1
Topics
290
Followers
3
Following
A member registered Nov 23, 2020 · View creator page →

Creator of

Recent community posts

Found and fixed the non-counting clicks. The new version (August 23, 2022) has a completely redesigned bouncer object, but it behaves largely the same.

Billet tossing trash into your falling items a big pain in the butt, but you can work around it by getting items to a high speed by bouncing them low on the screen when it's clear to add hang time.  Then you can keep them up high easier when Billet is getting ready to toss an item.

(1 edit)

I just started understanding GameMaker just as the transition to 2.3  started. I didn't realize so many assets were becoming outdated or incompatible, especially with HTML5.

There are more complex, feature-rich, or efficient lighting packages out there, but the balance of simplicity, usability, and performance make this one a winner.

This is a great way for someone less familiar with shaders and lighting to apply some creative thinking and get effective results.

Oh, right. I realized it probably wasn't an issue with the GUI, but the CLI and how meta-data is handled.

Or should I say meta_data...

Wonderful! I nearly tore my hair out though. The short story is do not put spaces or dashes in tag names. Something with the metadata breaks the sync. AesSync will see the files modified, but fail to sync.

This did end up with me writing my first CLI batch file for Aesprite! 

It shows a selectable list of character folders, then a choice of sprite, finally converting using tags...

From:
...\Sprite_Bases\Character.aesprite

To:
...\Sprite_Sets\Character\{Sprite Name}\{Tag}.aesprite

All I do now is update a master sheet, and run my batch file!  This is great!

I think you're right! I had changed the default script name for myself and forgot about that.

Hey there!

A simple way to do this is use the script event to trigger multiple actions by setting up the condition within the dialog child.

// create

nextroom2 = 0;

//step

if (nextroom2 == 1)

{room_goto(room_2); image_index = new_index; nextroom2 = 0}

//User Event 0 (your dialog script)

[ChooseVariable,object_name,"nextroom2","1"]

We'll be polishing the art and expanding the games into more complete experiences ^^

I'm glad to hear it was playing more proper for you!

The big tip is the game's visuals are kinda lying to you for the most part. especially Rotor's. The game goal and your status is all in the HUD during the skate section, you just wanna hit Up to jump over the cones and tap Space when the marker is on the green, but you're really keeping an eye on the numbers. It's a really 1980's style of arcade design, and not something that will stick around when the games get more polish.

The jam was a great way for me to expand my knowledge and release five prototypes, but they are definitely porotypes!

We'll be choosing which one to polish up first as it's own release, with improved art and corresponding animated sprite scenes, by a vote that's ending this Friday on our Discord. The game menu should have a working invite. Feel free to stop by!

(1 edit)

You've nailed more of what we wanted to do with the art, but time wasn't friendly! Typically I do more sprite work, and we have a hybrid style that would have been fun to incorporate. The background environments were a first pass that was on the dock for total replacement, but that clearly fell short ^^;

Thanks for understanding the ambition! I only started coding games in November, so I wanted to really try an come up with a good set or prototypes that we can expand on, and improve the art and gameplay as separate titles.

Our other release Shoot or Cute! has a bit more fluid integration of the art concepts, but I feel like I've learned *so* much this last month.

Thanks for the feedback!

Just a quick thanks to everyone who gave the game a try, and gave it another go after the fixes were applied.

For a game that's supposed to be jabbingly frustrating by design, unpreventable or unwarranted losses completely ruin the experience.

As Quan Zillan pointed out, the text kinda sucks. But you can hit F for fullscreen!

Hopefully you had the latest build, a lot of the games had a common problem tossing out a loss for no good reason due to a hotfix fuckup.

If it helps, you can press F for fullscreen, Admittedly I had plans to change the font but the end of the Jam wasn't friendly on time. 

On the difficulty, the design is intentionally based on arcade cabinet games that were low-info quarter-eaters. Figuring out how to play them is part of the challenge. This is pretty universally frustrating design that was never really liked 30 years ago either.  Sorry it missed the mark for you but I don't take that personally at all!

If you like the general vibe, check out Shoot or Cute on our profile. It's a little less intentionally punishing, and a bit more modern.

We'll be tuning up one of the character games, and expanding out the Parlor to include more public domain games. If you're enjoy our work outside of the gameplay, we'll definitely be making a LOT of experiences with this theme and tone.

There were definitely some problems with loss-states happening alongside win-states.

The latest build should have everything working smooth!

Glad to hear it!
My last hotfix had some old code due to a crash and Craft's game was unwinnable.
You should be able to advance through the stages now!

This is so wonderful! The art is fantastic and the animation is very rewarding. I'm head over heels for that adorable ending!

Wouldn't this be against Twitch policy?

(3 edits)

Rules are we could fix up serious bugs, so some really fun-stomping audio problems were fixed up.
Rotor's game had both a crash-bug and the loss art corrected.

Nothing was added to the game, just a few errant variables here to rain on our parade.

I'm sure it's party bugs and stuff that needs polish ^^

Particularly, PatchFix' game is way too mean so I'll  have it restart the final stage if you fail since it's the type of puzzle you will definitely screw up the first few times. I was channeling al the 1990 adventure game I could :P

Haha, it's the slow Internet award in disguise!

Really looking forward to trying this one out!

We're in the home-stretch for our submission!

(1 edit)

Lovely music! Sometimes I'm worried about approaching artists for horny games.

I followed you on here and Twitter, feel free to get in touch if you like our stuff! We'll be participating in Strawberry Jam 5.

Hey there! Hopefully we should have an update weekly. We're shooting for Monday :)

That behavior should be fixed up on the next update.

Some actions were based on animation timings, and boy did I learn about floating point values. It's all done with regular counters instead so this kinda stuff should be much cleaner.

(1 edit)

That is helpful :) It broke the image drop-down slider.

I'll put that on the list to fix up for the next build!

Thanks! Adding some over-lap keys almost made it into the first demo, for this first run it was making sure the rooms behave as intended.

Really appreciate the kind words, we hope you continue to check out the updates as they roll out!