Cool concept and execution! :)
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If you find another hosting solution, I'll check it.
But in any case, being allowed to change the default keys is a must have for videogames: we don't have the same keyboard layouts (qwerty <> azerty).
I was merely questionning your choice of technology used if that implied complicated modifications, certainly not your competency or willingness. Glad you managed, I'll finally check it out. Thanks for the heads up.
The UI is buggy:
1 Press esc
2 go to system
3 go back in game
4 press esc again
5 You are stuck on that screen because the mouse moves the camera and not the pointer
Will try again once that's fixed.
Checked it, a couple remakrs:
When I change the command for A to bind it to Q, it prompted me saying Q was already assigned, but it doesn't look so.
Also, adding a link in the main menu to key rebinds (and even options) would be cool.
Oh and also a "Resume Game" option in the pause menu so that we don't have to press Escape.
Haven't played much but interesting work you've done. I'll come back to it later. :)
First crash I got!
OS : Windows 10 (Pre-release)
RAM: 16717656 KB (15.94 GB)
CPU: Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz
GPU: NVIDIA GeForce GTX 1070, driver v. 22.214.171.1240
sess. ID: dicey_dungeons_2018-10-03_11'10'00
started: 2018-10-03 11:10:00
crashed: 2018-10-03 11:30:35
error: ERROR in callscenemethod(Combat,update) static : Cannot resize to sizes other than 2 right now., stack =
Called from elements.Equipment.resize (elements/Equipment.hx line 369)
Called from elements.Equipment.copy (elements/Equipment.hx line 1115)
Called from elements.Equipment.unweaken (elements/Equipment.hx line 1075)
Called from elements.Fighter.startturn (elements/Fighter.hx line 309)
Called from elements.CombatCommand.execute (elements/CombatCommand.hx line 542)
Called from states.Combat.update (states/Combat.hx line 139)
Called from Reflect.callMethod (C:\coding\haxe\haxe\std/cpp/_std/Reflect.hx line 55)
haxegon.Scene.callscenemethod (haxegon/Scene.hx line 90)
haxegon.Scene.update (haxegon/Scene.hx line 53)
haxegon.Core.doupdate (haxegon/Core.hx line 252)
haxegon.Core.onEnterFrame (haxegon/Core.hx line 173)
starling.events.EventDispatcher.__invokeEvent (starling/events/EventDispatcher.hx line 184)
starling.events.EventDispatcher.dispatchEvent (starling/events/EventDispatcher.hx line 144)
starling.display.DisplayObject.dispatchEvent (starling/display/DisplayObject.hx line 778)
starling.display.DisplayObjectContainer.broadcastEvent (starling/display/DisplayObjectContainer.hx line 449)
starling.display.Stage.advanceTime (starling/display/Stage.hx line 108)
starling.core.Starling.advanceTime (starling/core/Starling.hx line 469)
starling.core.Starling.nextFrame (starling/core/Starling.hx line 455)
starling.core.Starling.onEnterFrame (starling/core/Starling.hx line 682)
openfl.events.EventDispatcher.__dispatchEvent (openfl/events/EventDispatcher.hx line 443)
openfl.display.DisplayObject.__dispatch (openfl/display/DisplayObject.hx line 1236)
I need to try this!
I'll probably use a gamepad but have you implemented key rebindings for those without pads?
edit: ok I just tried it: it's indeed way too hard, the character doesn't have enough different moves for it to be fair, what about a roll or dash with invulnerability frames?
I like the hectic rythm though, that's pretty cool (and stressful ahah).
Interesting... a couple of non-spoilery information fo those wanting to try it:
What this tech demo lacks in gameplay (there's literally nothing else than waiting and moving a bit between the two same rooms), it delivers in mood. It's like a really nice short film that totally delivers on the advertised time! :D
The VHS effect is well done and I like the touch with the 4/3 ratio.
Sound is well done for such a small experience too.
It doesn't have much narration either but this is definitely an interesting piece to put in a portfolio.
Curious to see more stuff from you, sir/madam.
Also, how much time did you take to make this, have you used existing assets/scripts, that kind of stuff?
OK, there are two main BIG issues with your game, one of which entirely prevents me from playing it:
- No mouse control on menus
- Broken key rebindings: movement with wasd keys is like movement with eibl keys, unplayable. You should implement an option screen with key rebindings in-game. And bindings are missing in the launcher, why??
I'll gladly try it again... once I'm allowed to play it.
Hi! Just got this and a couple questions:
1) no standalone? I find it annoying to launch the browser. :P Besides it gives me a 404 when I click on play game in the itch.io client
2) no fullscreen? The pre alpha was playable full screen on the browser. Icon does nothing.
edit: OK, found the way to launch it throuigh itch.io client and... it doesn't launch, it gets stuck at a third of the loading... :/
edit1: ok I can get full screen in browser now, by launching the htm file in local.
Being in Belgium, is it possible to pay via paypal with no credit card linked to it but just a bank account?
It wouldn't let me with just a bank account.
And in any case, the game ends up being more expensive than on Steam so I'll wait for a release elsewhere.
But I'm still curious about the question andd its answer.