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A member registered Dec 08, 2016 · View creator page →

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The lockpicking has _definitely_ been a divisive mechanic in the game. Broadly I liked the challenge of things but having a DDR challenge at the end of a platforming segment was targeting a very _specific_ cross section of players.

Honestly, it's been forever since I've looked at this code (and I'd probably tackle it differently now) but if you want to see how I went about implementing it here's the object that contained all of the logic for the lockpicking: http://bit.ly/STlockpicking

You should be able to drop that into your project and start messing with it if you want.

The core of it uses an enum for up/down/left/right inputs (which allows it to be used when referencing ds_lists to check for code input errors).

Then the object uses two ds_list objects. One is generated when the object is created AND whenever an incorrect input is made (which is what happens when the pins shuffle). The second ds_list is dynamically made as you make inputs.

At each step the object cycles through both ds_lists and checks to make sure they are the same. If it detects a missmatch then it shuffles things, resets the code and starts the process over.

Really sorry to hear that :/

Building a Keybinding system was a little outside my technical ability back when I made this so I couldn't fit it in during the jam timeframe. I'll be sure to get some options into the game if I manage to go back in and do some additional work on it.

Thanks, glad you enjoyed it! Been thinking of revising this game soon and building it out a little more.

Hmmm ok good to know. I'll take a look at it thanks for the heads up.

Thats awesome! Good luck on the sub-1.

Thank you! I was pretty happy with how it turned out for a jam but I'm glad to hear other folks like it as well :D

I'm really glad you liked it! One of these days I'm actually going to sit down and turn it into more than a game jam :P

Thank you for giving the game a try – I'm glad you liked it! I'm hoping to get back to this project and add more to it (and perhaps smooth out the difficulty curve a bit).

Probably too hard :P It's something I plan to tune down in a post-jam release (or add a difficulty toggle to the game). You're not along in having some issues with the timing being really tight.

Thanks I'm glad you liked it! I'll definitely check those out when I sit down for my marathon rating session for this jam.

I'm glad you enjoyed it! Thanks for the feedback on the picking mechanic it's the part I'm most curious for folks to get their hands on.

A complex tutorial didn't make it way into to game yet so for anyone wondering this game uses:

WASD = Movement/Interaction
J = Jump
K = Grappling Hook

More control schemes will be coming to the game soon.

CORVUS community · Created a new topic Comment Migration
(1 edit)

Hello all! If you came back to the Corvus page looking for your comments, fear not. I'm hoping to migrate everything over to a discussion board format to facilitate a better place for conversation and allow me to better track/address some bugs that have come up in the first release.

I've currently reached out to Itch support to see if I can get them to migrate all currently existing comments over to the discussion board but if for some reason they can't I'm going to repost all comments manually with a note that it is an unedited moderator repost.

If you like in the meantime feel fee to post your original or new comments in a new thread.

Thank you for your understanding. And thank you for playing CORVUS.

UPDATE: Itch support is in the process of moving all comments over to the board. They should be back up soon.

Thank you for capturing this, I think I might know what the issue is and I'll try to address it in the next patch.

Those are totally valid points about counter-play with the box enemies. They can get a little oppressive if you don't entirely know where they're supposed to be. Allowing space to jump over some of tighter ones could definitely help smooth that out.

The jump frames are something I played with quite a bit but I think you've got a solid point there. I wanted jumps to be considered vs twitchy but I think there's probably an argument that I could remove the lead-up animation entirely and the game wouldn't be the worse for it. I think the solution in the end might be a slight animation speed up and the implementation of a ghost jump buffer.

 Thank you for the feedback! I don't mind the specificity, It's what I'm looking for in this project.

Thanks for checking it out! You'll be happy to hear that after watching your play-through I've added an additional save point before the second arena encounter to help smooth out that difficulty curve.

Thanks so much!


So a few months back I quick pixel art doodle and decided to see if I could translate it into a working game in Gamemaker Studio.

Flash forward a few months of unemployment and I'm happy to announce that I just dropped the first build on Itch and I'd love to see what you all think.

A big driver of this project was wanting to find a different way to do lighting in pixel art games. While overlays of varying opacities are really easy to implement you can sometimes lose things at the edges. Details get muddled and you're restricted by just making it darker or lighter.

With Corvus, I build a layering system where objects would project different versions of their sprites onto foreground layers. This lets me effectively build two monotone palettes for background/midground objects and you see a different one based on where they sit in the lighting.

I think it turned out pretty well in the end and I learned a lot over the project.

Thanks! I'm glad you liked it.

Made it to floor 7 before  I stopped. There'some incredible work here, the mechanic is really really good. I'd love to see the concept built out a bit. Maybe even with a deckbuilding style skill tree? Going down the "assassin" path gives you more mobility cards, "Warrior" gives you more defense and attack. That sort of thing.

Ok awesome. That's great to know about on version control. I saw the other topic but I wasn't sure if this fell in to the same boat. I wasn't aware of the right-click tab interface but that definitely provides the fallback I needed to deal with the occasional issue. Thanks :)

First off. This tool is incredible and it's changed the way I work with Game Maker so thank you so much.

However, I'm on the most recent version of GMS 1.4 on Windows 10, and I'm having some issues with code not updating or getting overwritten seemingly by GMS. This is how it usually goes down.

  • I make a change to a file in GMEdit
  • I save the edited file, and then run the game to test it.
  • Randomly, a small percentage of the time, I run the game and the changes aren't present. When I go back to GMEdit the code has reverted to an older version of the code (I can see the code physically change as soon as I tab back to the GMEdit window), forcing me to figure out what has changed and what hasn't to get it back to a workable state.

I haven't been able to reliably reproduce the bug but it seems to be more prevalent if I run the game very quickly after I save. To add another wrench to this problem I had a moment last night where I loaded the game up and somehow one of my objects had reverted to a version that was 2-3 revisions old. I had run the game to test 10-20 times just fine after making those edits.

Initially I thought it might be because I was using Dropbox as a backup and a syncing error was happening but turning off Dropbox didn't fix the problem.

For the moment I'm just being very careful and every time I save I do a CMD+A / CMD+C to make a "backup" of what I'm working on in case it doesn't properly take but that's not really tennable when I'm working across multiple files.

Let me know if there's any additional information you need!

Thanks for the feedback. I'm glad to hear there were some parts you were a fan of :)

Overall I think it suffers from a less-than graceful introduction to the mechanics and a last minute difficulty bump to emphasize the "scarcity" portion of the challenge (specifically in the amount of fuel consumed by collisions). 

I'll be releasing an updated version of the game that smooths some of that out.

Awesome. Thanks for the feedback. One of the first things going in is a kinder starting area.

Haha yeah that's the feedback I've been getting in general. I've got post-jam version of the game I'm working on that will be a liiiiiitle more forgiving.

I'm curious, did you manage to make it to the end?