Thanks, Jupiter! I was surprised to see all the notifications on Twitter, haha. I appreciate the write-up!
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Hey, thank you for playing!
The dashing is inspired by and based on Mega Man X style dashing. You can jump while dashing to jump further, but you can't begin your dash in midair. You can, however, hold the dash button while wall-jumping to get a speed boost off the wall.
Sure, I don't mind at all if you post videos of the game on other sites. I think it's a great idea!
You don't need to revenue-share with me. "Let's play" videos are derivative content in my opinion and you own the rights to those videos entirely. I appreciate the thought, though! If you still feel like donating, I do have a Patreon: http://patreon.com/untiedgames
Oh, I see! This is a different issue than a missing collision box. The collision box above the player here is not visible, so it's not considered for collision. I'll have to fix this in the next version too!
Thanks for the pictures, and for finding this!
Thank you! I'll have to add come key customization options. The A/S/C scheme is comfortable for me, but maybe a more traditional default scheme might be A/S/D or Z/X/C?
The blood effect isn't really complex, although this explanation might get a little technical. When you damage an enemy, it spawns some master particles that have a velocity corresponding to the direction the attack came from. These particles can bounce off the terrain a little, and they become more transparent over time. Each frame, each of those master particles spawns a blood particle at a random location within 4 pixels of the master particle. Blood particles inherit the master particle's color and transparency, but not its velocity. Instead, they simply fall downwards. Unlike master particles, when blood particles collide with terrain they stop moving. Additionally, the collision does not cause them to be pushed out of the terrain, allowing for a more spread-out blood effect as opposed to a flat effect sitting on top of the ground.
Hope that answers your question!
I wasn't sure where exactly you were referring to at first, but I finally found it! It's the spot in the picture below, right?
Looking at it again in my editor, I'm pretty obviously missing a collision box there... Oops! I will fix this in the next update. Thanks for the bug report!
Hey, thank you for playing! I could tell you were a little drunk during the playthrough, haha. I think it adds character to the video, and I love seeing people play my game! As far as the video itself, I don't think you have to re-edit it, but I think you should feel free to reduce the game volume in your future videos, regardless of the game you're playing. The game's music was kind of overpowering your voice. (Demon's Hymn doesn't have any sound/volume options, but you can reduce the volume using the Windows volume mixer.)
I noticed you had trouble with the wall jumping sections, and I want to let you know it's definitely not just you. I'm going to be making wall jumping a little easier in a future patch. I also noticed you were having some trouble with the wolves (although they do kinda look like cats). The best way to take them out is to run right up to them and attack them before they jump at you. However, there might be some tricky spots where you're better off waiting for them to jump! If you're also curious about the heart drop rate, no hearts will drop when you're at full health. If you have less than full health, enemies have a 75% chance to drop a heart.
Thanks for playing, and thanks for making the video!
Thanks, just watched the video! I left a comment for you on the video, too.
It's so cool that you're playing Low Rez Jam games on your channel! Great way to increase developers' visibility as well as get awesome new content for your channel.
Hi Vanack, thank you for the error report! I gotta admit I've never seen anything like this before.
After a little research I'm under the impression that this is a Java bug rather than a bug in my code. Can you tell me a little more about your system, and what OS and version of Java you're using? Currently my only suggestion is to update Java to the latest version. Let me know if that's able to solve the problem.
I've heard others say that about the wall jumping too, so it's not just you! If I do another patch I'll add some "leeway frames" where you can still jump if you were recently touching a wall.
Hi RetroClint, thanks for playing! I was scrambling to submit it by the deadline and the final boss wasn't entirely tested. He was trying to teleport to the first boss room, which causes the camera issue.
I've put a new version up that fixes this as well as some other bugs!