you do know if you use butler to upload builds, a player can just pick the game version to download (in the itch.io app)? and you can assign the versions arbitrary names i believe, such as "day 1" "day 2"
sylvie
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i believe undertale prioritized some particular direction, with the caveat of being weird (collision could cancel some directions, making it act weird near walls), MANTLE (the real one) has a priority system based on which button was pressed when, or at the very least the rest of deltarune does that, its entirely a visual thing with no gameplay impact but i think that if youre imitating something you should go all the way, unless there is a tangible benefit to not doing so
as for B button uses, look no further than having it be the interact button, since that seems to be notably missing and just happen automatically?
this is a pretty cool port but it lacks polish
- hitboxes are loose and wonky, especially when attacking level geometry
- screen transitions could be faster, could use a palette fade, and the garbage sprites during transitions could be fixed
- B button could be bound to also slash the sword (someone might prefer it that way)
- "spiral" transitions affect the attribute table, they probably shouldnt, it looks bad
- diagonal direction uses a priority system rather than giving priority to the original direction
- white robe doesnt aim where you are looking (frustrating..)
- why mmc1 out of all mappers??
- probably other minor things
if you think i complain too much, feel free to reach out, i will gladly also complain about your source code! (no promises but i may rewrite parts of it if its ca65 just because id love this project to not have visual atrifacts in screen transitions or wonky hitboxes)
i just couldnt figure out how to drive it forward or hold it together, nor could i come up with content to add, the core was there but it was too bare.
the colors are random and have no gameplay impact btw :p (maybe i should push colors impacting gameplay on the todo list since players seem to expect that?)
yes i got the double jump after 2 jump ups for a total max jump height of 8 and went to explore, after i got stuck i hex edited the save (merged two saves, really) to get unstuck cause i wanted to see the rest of the game, i should still have a copy if you wanna see, thank god for no integrity check :p
Package the libraries with your executable and use a loader shell script that sets LD_LIBRARY_PATH accordingly.
are loader scripts actually better than `game.x86_32` `game.x86_64`?
use a language that builds all it can statically into the executable.
as funny as writing `unsafe` `-w -Oz` rust with a custom build system would be, isnt that a little excessive?
Actually you can do that with C / C++ too, but it's tricky and some distributions (*cough* Debian *cough*) hate static libraries.
passing `-Bstatic` to the linker is tricky? or statically compiling the libraries?
Worst case, use a slightly older Linux to build, and let players know they're going to need SDL2 or whatever installed.
any recommendations, with a <2GB installer? i use arch btw
hi there! i stumbled upon the so-called itch.io app book, and it has a chapter on publishing pc linux binaries, but doesnt seem to specify how to bundle the libraries at all.
- are users meant to
locate a build of `lld` thenfind the required libraries? - is the developer responsible for bundling just the right amount of libraries?
- is there a hidden app manifest for specifying packages for a package manager?
- is a text file listing the packages sufficient?
my dev environment is linux, a c compiler, and the bare minimum needed for cross compat
would appreciate a detailed answer, and if there is a hidden 5th way that i missed (aside static libraries) id love to know it, thanks
edit: just realised that i misparsed ldd as lld, how embarassing ><
sorry, cant fix any issues with binjgb, i only made the game, not the emulator
the issue with holding a direction is that i would have to pick a movement speed everyone is happy with, the currently planned fix is double tapping and holding moving you at the pace you hit the keys
the flavor text is not supposted to be developer commentary, but due to issues with finishing the demo it ended up with way more notes to myself than it would otherwise be
high level of polish, a lot of variety, an entire 30 minutes of playtime, theres not much to criticise, aside i guess the weird difficulty of bosses (every fight is either easy or hard, no in-between, the bird boss doesnt count)
you can 2 cycle the scythe if you jump over its blade attack
also i think i figured out the graveyard wrong warp, it always occurs during the fade screen transitions
lack of iframes was already mentioned so i wont elaborate
and then i wrong warped past dark-2
..and you were right, the bosses are much easier if you just stand still
i am not going to sort this thing just have it raw from notepad

