SyntaxBomb - Indie Coders

General Category => Worklogs => Topic started by: iWasAdam on September 19, 2019, 11:57:21 AM

Title: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 19, 2019, 11:57:21 AM
OK. Lets get this thing started. Here is the first thing you are presented with:
(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-19-at-11.54.54.png)

And maybe a bit later...
(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-19-at-11.51.51.png)

I'm sorta trying to go for a textless guide. Which makes it a rpg/tactical/puzzler concept

As you can see there is a jelly bean, a honey pot and a fly-swat. Now get to the exit!
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 20, 2019, 08:22:45 AM
Delicious Ones - you MUST defend me....  :P
(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-20-at-08.19.49.png)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 20, 2019, 02:35:11 PM
thought of the day: Monster Disco!

Now how do I make them all move to the beat?  :o
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on September 20, 2019, 03:28:46 PM
do you mean "dance" or "move"?
Dance: give them certain animation "setups" (like "jump") and then play animations suiting to the music "jump energetically" etc.

If you meant "move" then you know your music and you know your synthesizer: react to certain patterns "rising tone" "speed change" ... or bump-sounds with a certain instrument.
Or just give your music hidden information values (which your system already allows if I remember correctly) - or at least "callbacks" could be called.


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 21, 2019, 07:21:41 AM
hmmm. Not quite sure yet. but I think I've got the speakers and the disco lights.

80's deep synth pop....

Anyone know how cream reacts to loud music?  8)

(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-21-at-08.30.17.png)

Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on September 21, 2019, 10:46:50 AM
Maybe make waves on top of the cream...like ripples on water?

But do not overdo that. Jumping to music might already look convincing enough for the player.


PS: do not forget to have some music notes flying around next to the speaker ;-)

Bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 22, 2019, 08:04:18 AM
Hmm... Strings - check, Horns - check, Drums - check... We got a party going on!  ;D

(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-22-at-11.31.28.png)

CAKERO DISCO!
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on September 22, 2019, 11:50:35 AM
Kids versus cakes - Plants vs Zombies - Minigame incoming? ;D


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 22, 2019, 12:16:15 PM
mmmm.....  ;D Great idea for the next boss
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: 3DzForMe on September 22, 2019, 10:14:03 PM
The sheer genius of your pixelated imagery is something to behold  8)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 23, 2019, 07:24:24 AM
thanks :) It's all in the tools.

Working on some sound stuff today - who would know that soo much goes into a footstep sound. Find, tweak, test, retest, noise. start over. more noise, less noise, add filter, repeat...

confetti?

CONFETTI !!!

Door Slam!
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 23, 2019, 08:31:45 AM
Need to find a sound - not sure what sound, I\ll know when I hear it and it works. Lets look in this folder, which has more folder which has more stuff
41012 different sound files!

but that's just one location, there are loads more to check...  :o
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on September 23, 2019, 08:46:14 AM
describe the sound you are looking for (use case) and we could try to come up with some "synonyms" or "equally sounding effects" to narrow it down - better than checking 40k sound files.


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 23, 2019, 10:20:06 AM
I dont know what the sound is or what it sounds like - it's a case of going through everything until I find the 'right' sound that 'fits'  :-[
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on September 23, 2019, 12:53:09 PM
Yeah this is why I asked for what it has to fit ... a unit getting attacked, a button being activated, a powerup collected ... dancing moves, ... describe for what you need it and people can come up with words/descriptions as what they would describe a suiting sound.


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 24, 2019, 08:15:41 AM
all sorted :) for the moment...

You never know who you might bump into in the vegetable aisle...
(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-24-at-08.08.55.png)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 24, 2019, 02:56:47 PM
It's the lord of Chaos popping in to pose a puzzle for you...  :-*
(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-24-at-14.54.29.png)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Steve Elliott on September 24, 2019, 03:00:31 PM
Intriguing and great pixel art as always Adam.
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Qube on September 24, 2019, 03:38:42 PM
Very nice work on the artwork. Looks really good :)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Xerra on September 24, 2019, 05:19:21 PM
Time for a video soon, Adam? Curious to see what kind of game-play you've got here.
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Steve Elliott on September 24, 2019, 05:34:54 PM
Quote
Time for a video soon, Adam?

Absolutely, the bear looks tricky to animate.  Any tips?
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 24, 2019, 06:04:00 PM
The quick answer is ‘separate and move minimally - then combine’
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Steve Elliott on September 24, 2019, 06:05:11 PM
So work on layers for moving parts?
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 25, 2019, 06:17:35 AM
Here's Redd's animation frames:
(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-25-at-06.06.00.png)

My separations are the head, arms and the legs - each is animated as needed the drawing forming the final object (legs first, then arms finally the head on top)

You can also see that I animate the legs but not the arms - saved a couple of days work that way

The jerkyness is the capture program. but you now get to see Redd. Now where is that honey?  :)
(https://vjointeractive.files.wordpress.com/2019/09/redd1.gif)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: 3DzForMe on September 25, 2019, 06:56:01 AM
Very good work, professional to say the very least. 8)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Xerra on September 25, 2019, 07:02:26 AM
Anyone remember the old cereal Sugar Puffs advert? Give me the honey, mummy!!

Wonder if Adam's been watching old tv shows :-)


Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: 3DzForMe on September 25, 2019, 07:08:15 AM
Yeah - the music goes thru my head every time I read about the game!
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 25, 2019, 07:51:20 AM
Music-wise it's very retro. think 80's, Human League / Art of Noise / Petshop Boys / John Carpenter! It's quite a mix
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Steve Elliott on September 25, 2019, 08:46:35 AM
Quote
You can also see that I animate the legs but not the arms

That's why I said the animation seemed tricky to me - you avoided the problem, which is fine lol.
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 26, 2019, 12:25:35 PM
new levels and enemies being worked on...
(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-26-at-12.23.38.png)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: 3DzForMe on September 27, 2019, 01:43:11 PM
Just noticed the Lord of Chaos has three lots of flames going on - awesome Pixel art.
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 28, 2019, 08:13:05 AM
Just one graphics for them all  8)

I'm on to a new enemy: Idema-Creamo
(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-28-at-07.19.08.png)

Not sure how this will work?
But fire and ice go well together:
(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-28-at-08.10.13.png)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on September 28, 2019, 08:41:24 AM
Hope you replace that scaled-up enemy with some fine-detailled pixel art.

Also the exit arrow seems to be a bit upscaled.

On the right the color variation of the bushes seems to be more distinctable than on the left side - on purpose (lanes opening?)

The red-crossed-blocked-stones: how do you render them on top of the ground somehow the shadow of the cross looks darker than on the light ground which makes them "pop out more" (they look not of "equal height").

As I see the ground-decoration - the one looked like a worm, maybe have some worm crouching over the ground randomly (to make the scenery "alive" and "wiggle everywhere"). Same for some bee-things at the bush-flowers or so. Plenty of possiblities for little insects or other tiny effects.


Aside of this little nitpicking ... it looks awesome and as if it sprang right from the MegaDrive or SNES (with a bit more colors per sprite ;)). I assume it could even be worth to polish it even more and then sell it for some Euros.


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 28, 2019, 08:54:05 AM
exit arrow sorted
I'm trying to calm the animation down as there is a lot going on, but the insects is on the list. I've got a mad idea of some mini insects that will live on each level - almost like a tiny movie or odd 'happening' per level???  :))
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on September 28, 2019, 09:55:52 AM
You mean like ants walking along a path forming 666 or such stuff?


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 28, 2019, 10:14:30 AM
oooh - that's a good one...  8)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on September 28, 2019, 10:54:09 AM
Insects randomly walking around and on timer (eg one takes too long to see what to do next) they move to a certain point of the level - forming arrows.
Or insects flying around and suddenly they swarm to a certain bush ... such stuff.


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 28, 2019, 12:46:43 PM
step 1: army ants...
(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-28-at-12.45.30.png)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on September 28, 2019, 01:50:26 PM
they should avoid the coal laying next to them - but maybe they transport stuff here and there (move them below the left bushes ... and let another sprite move to the right - with a little 2x2 pixel berry on their back or so :-)).

Of course stuff should not be apparent in each level and every minute ... but I think it makes things come to live and people will enjoy them when seeing these little insects the first time.


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 28, 2019, 03:18:45 PM
that should do it - well for the army any anyhoo  :o
(https://vjointeractive.files.wordpress.com/2019/09/redd2.gif)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 29, 2019, 08:40:31 AM
I wasn't sure what an icecream would do for an attack, so I decided it shoots fireballs!  :))
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on September 29, 2019, 08:47:29 AM
It could spit some whipped cream (no, not the filthy kind of animation please ;).

Or ... if it was a stracciatella ice cream on top - it could whirl around sharp edged chocolate chips.
Or it could shoot hot raspberry sauce ...


@ teddy animation
How many pixels do you move the "breathing chest"? It looks "blocky" - as if there is a y position skipped? If you move along the grid by just one pixel then maybe think of a subpixel animation ...

youtube video:

textual article: https://2dwillneverdie.com/tutorial/give-your-sprites-depth-with-sub-pixel-animation/


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 29, 2019, 11:15:11 AM
now with added snail appeal... ;D
(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-29-at-11.12.52.png)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on September 29, 2019, 11:33:01 AM
For such tiny objects either subpixel animation or an optional "move per screen pixel not scaled canvas pixel" option would be interesting - so on big screen you have eg 3x3 pixel sized "raw pixels" but the movement is smooth by 1 screen pixel - or even with subpixel interpolation (like Qube did in the last entry - if you remember the discussion I started on that approach).


@ snail
Hah ... add a red and a green one and every 30-40 Minutes of gameplay these snails start a snail race :)
Little gimmicks here and there.

bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 29, 2019, 12:42:16 PM
sorted  8)
I added a checkered finish line too ! :P
(https://vjointeractive.files.wordpress.com/2019/09/snail.gif)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: 3DzForMe on September 29, 2019, 01:21:30 PM
Oh My, loving the flames - is old devil blokes flames going to be flickering in the wind also?  :-\
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 29, 2019, 01:52:43 PM
no,but he will make another appearance soon though...
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on September 29, 2019, 02:30:53 PM
They are fire proof (maybe they should be drawn before the fire sprite then?). Of course you could only have a snail race in levels with at least two vertical tiles without fire.
At least I now know that the fire tiles are on the same height than the ground tiles - and not like a "little step above".

Snails look ... cute. In another game style they could even become part of a mini game ("snail race bets" or "cheer the snail" which requires you to hammer a key to make _your_ snail faster ;)).



bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 30, 2019, 08:36:28 AM
interesting idea ;)

ok. Icema Creamo defeated (he doesn't look too happy about it)
(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-30-at-08.34.10.png)

Next up I'm thinking blue, picnic baskets, water, flies and frogs!
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on September 30, 2019, 09:35:37 AM
picnic at a pond?

Do not forget the leafs of a sea rose ... one could possibly stand on it (or not?? ;)).
Maybe there are "honey fishes" which the bear surely would like to eat...
Picnic baskets _could_ be not the one of the bear but other families ... Yogi Bear is calling.
Ants like picnic baskets (Maybe you know the movie "Minuscule").


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 30, 2019, 11:48:05 AM
hmm water and return of the chaos lord sorted... Now what's going to happen?  :o
(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-30-at-11.43.54.png)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Steve Elliott on September 30, 2019, 12:15:06 PM
Looks like you're having fun Adam.   :)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on September 30, 2019, 02:36:54 PM
lol, yep. Nearly got this level finished...  8)
(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-30-at-14.35.01.png)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on September 30, 2019, 03:24:50 PM
That nasty enemy has an oddly "dark" outline on the skull - compared to the other parts. For a reason?
If there is no reason the dark-color effect could be based on outline + shadow emphasizing the outline.


Statues/Wooden crafting: look nice and "funny".


Wonder why the tentacles on top of the stones are also visible in the bottom row of the wall tiles.
Looks like the water is a bit animated. Will surely look sweet in motion.


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 01, 2019, 08:20:14 AM
sorted :)

Just put the levels to 0 and played through. Findings are: deceptively easy, then suddenly it isn't. my only worry is that (in some ways) it's a bit hard to decide what category to put it in?

Anyhoo, lots to do...
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 01, 2019, 08:51:45 AM
and welcome to our Insect Lord - the Lord of Chaos is visiting his aunt Emily:
(https://vjointeractive.files.wordpress.com/2019/10/screenshot-2019-10-01-at-08.49.38.png)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on October 01, 2019, 09:43:44 AM
@ level difficulty
Did you add time constraints yet? Might be a limiting factor next to the difficulty of puzzles.
Especially if there are enemies to avoid a time constraint can make it nearly impossible if player's do not perfectly execute their movements.



@ category
Option 1 : Tactical / Role-Playing (RPG)
-> has it RPG elements (dialogues, attribute/skill tree) ?

Option 2 : Retro / Shooter
-> nope

Option 3 : Puzzle / First Person Shooters (FPS)
-> nope

Option 4 : Escape the room / Beat-em-up
-> if you beat up mobs?

Option 5 : Retro / Endless
-> endless? if you autogenerated levels and each exit leads to the next screen ...


If none of them fits yet I would think about adding the RPG elements: eg dialogues could be used to open certain paths. Maybe you cannot solve each level right from beginning (you would need some kind of "level map" then ... where Barry McBear chooses to go to). If you defeat boss monsters they drop items you need for other levels. Some levels might have NPCs which you can talk to - talk the right words and you gain items or knowledge from them.

Maybe some boss monsters could drop items like "bee sting resistence" - you have to wear that to avoid being stung too often.
Either collect items and auto-wear all of them - or you have to choose 1,2 or 3 items before a level starts ...

Also each defeated level might give you stat points (move faster, hit stronger, be able to move heavier stones).

That way you could put some "RPG" on top of the puzzler/tactical game.


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 01, 2019, 12:48:20 PM
good suggestion on the hub world etc. Started work on it now:
(https://vjointeractive.files.wordpress.com/2019/10/screenshot-2019-10-01-at-12.46.22.png)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 02, 2019, 08:43:18 AM
okay... Text now added to the initial level. I want to try and keep text minimal. the game unfolds as you play :)
(https://vjointeractive.files.wordpress.com/2019/10/screenshot-2019-10-02-at-08.40.06.png)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on October 02, 2019, 08:57:21 AM
is the "exit" like the cover to a stairway? It looks ab it "offset" (y-axis) compared to the base ground tiles.


@ hub world
had to look it up to know what you are referring to ;)
Next to this "map screen" it should of course need some dialogues and "upgrades"/skill-tree or so (can still be lightweight like in a casual game). As said, some skills could make you stronger to move certain elements which else block progressability in "advanced" levels (which in a serial level progress means "later levels").

Next to strength certain levels could give you tools ... Barry McBear already looks like a wood chopper ... so why do not hide an "axe" somewhere? Another level could have a non-crossable gap on it - but a big dead tree (to not kill an healthy tree) which an axe-equipped bear could chop down to enable crossing the gap.

Other items could be "sticks" to pull a hidden button in a small hole. Or a bucket of water to extinguish some flames, or some cubicles of sugar to distract killer ants ...
What about some bags of salt you could throw at ice monsters to make them ... melt in hell!

Just enough to make the game qualify for "RPG" and "Tactical" even if the game wants to break out of that category a bit.


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 03, 2019, 06:54:10 AM
got some text working for messaging Redd's (thats his name) thoughts:
(https://vjointeractive.files.wordpress.com/2019/10/screenshot-2019-10-03-at-06.50.41.png)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on October 03, 2019, 07:34:30 AM
We've learned in English classes that it is "nicer" in formal English to not create contractions. I will go home <-> I'll go home.

That plant's in the way <-> That plant is in the way


Maybe you native speakers can help me here - what is better for game texts (is this "formal" or "informal" for interface texts) ?


@ Redd
that pose he has in the screenshot ... it looks a bit ... like he was uhmm... under pressure ;)

Edit: that "pinky" has his tongue out does not make things better ...

Maybe he should need to bend his arms a bit more so that the under arms move "horizontal" visually instead of diagonally leading to this... misunderstandability.

Another visual bug: watch his left foot - is Redd disabled?

bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Steve Elliott on October 03, 2019, 08:30:10 AM
Contractions are more usual for games, but in this case I think "That plant is in the way" sounds better because it sounds more like a nuisance (Redd seems irritated) because of formal use.  Also, because "That plant's in the way" looks too much like "That plants in the way" - which is incorrect as there is only one.
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on October 03, 2019, 08:32:47 AM
Thanks for your helpful reply Steve.


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Steve Elliott on October 03, 2019, 08:34:41 AM
No problem.  :)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 03, 2019, 10:24:02 AM
That plant is in the way  8)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 03, 2019, 11:34:44 AM
and now for...  ;D
(https://vjointeractive.files.wordpress.com/2019/10/screenshot-2019-10-03-at-11.31.25.png)
There is absolutely nothing to say...
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 04, 2019, 08:11:39 AM
new enemy: the dreaded STRAWBERRY!  :P
(https://vjointeractive.files.wordpress.com/2019/10/screenshot-2019-10-04-at-08.09.47.png)
I'm sure there was only one of them a minute ago?
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on October 04, 2019, 08:14:53 AM
As Redd has a straw I think he could handle that.


@ strawberry
That white looks a bit ... too bright in my opinion - maybe t is just the area being too big. It looks a bit like a "mask" (see "goombas" in Super Mario).


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: therevills on October 05, 2019, 03:34:02 AM
Looking good! I think you change Redd's walking animation so that his arm's swing by his side and have the idle animation with his arms crossed, but only if you have time :)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 07, 2019, 11:32:22 AM
Oh heck - they pops!
(https://vjointeractive.files.wordpress.com/2019/10/screenshot-2019-10-07-at-11.30.40.png)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on October 07, 2019, 12:03:06 PM
Ohh noes!! He lost his striped straw, wonder how he avoids becoming their Lady Marmelade!


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Kris on October 07, 2019, 02:27:37 PM
Very nice! Love the style.
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 08, 2019, 12:47:04 PM
it's slowly coming together - still lots to do though and only just over a week left!!!!!   :o

So for today, Redd has found some water...
(https://vjointeractive.files.wordpress.com/2019/10/screenshot-2019-10-08-at-12.45.05.png)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 09, 2019, 07:40:03 AM
looks like the local plants are not too friendly
(https://vjointeractive.files.wordpress.com/2019/10/screenshot-2019-10-09-at-07.38.09.png)
and it gets stranger...
(https://vjointeractive.files.wordpress.com/2019/10/redd3.gif)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on October 09, 2019, 08:50:06 AM
Might be the slight choppyness of the animation but I think the flame of the torch is animated a slight bit too fast. Especially with the "jumping" of the flames it does not look as calm as a fire should look ... Also this "jumping" might not be planned at all and is just based on the flame animation sprites not having a smooth "growth" part there (so the bigger flame "jumps in" instead of "growing").

I bet you could even have some particles added to the flame - to make it look less "reptitive".


Regarding animation at all: it seems as the plants are animated continuosly. So animation plays.... and once it reached last frame it starts with at the begin. Maybe you should consider:
- having various animations (mixes of existing frames)
- have kind of random delays between finish of an animation and begin of the next

Why?
- a "oh it suddenly moved" effect compared "yes, it moves the whole time!" is more exciting
- it removes a bit of the "everything moves constantly"-overdose

Some elements might still be animated without delay - like the tentacle. It wants to "come out and play" so no need to delay.  But for the plants there must be a reason for movement ... maybe it is pulsating until it "emerges" (becomes a flesh eating strawberry or so). Means it should begin to animate more frequently until it grows - but so it has to start slowly - anim, 2sec delay, anim, 1.5sec delay, anim, 1sec delay, ... and so on



Do not feel offended by aboves critics - just judging and suggesting stuff by looking at the animated screen you posted. Maybe it does not look "overtoned" while playing.

bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 10, 2019, 08:59:35 AM
ooo... Who is this little fellow?
(https://vjointeractive.files.wordpress.com/2019/10/screenshot-2019-10-10-at-08.58.42.png)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on October 10, 2019, 09:10:36 AM
Crazy Chris Caramel ?
Fiery Fudge?

bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 10, 2019, 01:53:33 PM
Caraman Bam!  ;D
And he has an inverse logic puzzle
(https://vjointeractive.files.wordpress.com/2019/10/screenshot-2019-10-10-at-13.50.58.png)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 11, 2019, 11:30:48 AM
And more vegetation...
(https://vjointeractive.files.wordpress.com/2019/10/screenshot-2019-10-11-at-11.29.33.png)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 12, 2019, 08:51:42 AM
nothing to show - phew!  :o

Working on sound integration and debugging  >:(

song plays but doesn't loop correctly. Hmmmm. gimmie that Wasp Spanker! Who's a naughty boy... Don't do it again!

Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Steve Elliott on October 12, 2019, 10:17:15 AM
Lovely pixel art on those trees...But time is ticking down, will it be completed in time?  :o
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 12, 2019, 10:50:51 AM
Here's hoping....   ;D

Good news. music and sound integration complete  8)

One thing I had not thought about was sound levels. But, the sound engine has provision for 2 volume controls per voice and external control inputs. So it was a case of setting all voices to different controls and then I just need to set the controls from the host and it all 'just works!'  :o
It also means I can do some funky fades of music/fx when needed. It's almost like Poke xxx,yy!

Still got option pages and a few more bits and bobs to complete - but I think it will be done....
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Qube on October 13, 2019, 06:38:22 AM
Very impressive pixel artwork :o You should do a tutorial on creating such wonders. Not to slow you down or anything :P
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Steve Elliott on October 13, 2019, 02:54:42 PM
Maybe that's something Adam could do for the Christmas Magazine Qube?
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 14, 2019, 07:59:58 AM
it's the boring bit now...
(https://vjointeractive.files.wordpress.com/2019/10/screenshot-2019-10-14-at-07.58.31.png)

I'll get the game finished, then can start to think about the Xmas mag :)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 14, 2019, 08:38:15 AM
audio options now operational - yay!
Means I'm sorta starting to really do in-depth play testing and balancing.

First thoughts are:
Nice and simple. this is easy.

then.... WTF!

And then my brain starts to melt!
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on October 14, 2019, 09:29:27 PM
Don't tell you create the options dialogue from ground on - instead of reusing bits and bytes from your other projects / existing "framework".


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 15, 2019, 02:43:46 PM
yep, just a few hours work - hehehehe  8)

Doing some important cross-compile tests now.
And... Oops! Let's change the code and try again.

Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Xerra on October 15, 2019, 04:52:09 PM
Don't tell you create the options dialogue from ground on - instead of reusing bits and bytes from your other projects / existing "framework".

I was reading a post by a veteran coder today on twitter who says reusing code is less common than you might think. Sometimes it's less hassle to just hard-code a nifty system into your current project instead of pasting in something similar from a previous project and spending more time refactoring it. Made me think how often I actually do end up doing just that. With me it's probably 95% of the time I'd have been better off just starting from scratch.
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: STEVIE G on October 15, 2019, 05:29:49 PM
Don't tell you create the options dialogue from ground on - instead of reusing bits and bytes from your other projects / existing "framework".

I was reading a post by a veteran coder today on twitter who says reusing code is less common than you might think. Sometimes it's less hassle to just hard-code a nifty system into your current project instead of pasting in something similar from a previous project and spending more time refactoring it. Made me think how often I actually do end up doing just that. With me it's probably 95% of the time I'd have been better off just starting from scratch.

I concur - unless the game flow and structure is the same it's a bit of a chore.  I'm having that very same issue as we speak - trying to re-use (shoehorn in) the Menu code from an older game.  The structure of both games is quite different so might have been quicker starting again.
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Steve Elliott on October 15, 2019, 05:45:45 PM
Me too.  Sometimes games are so different and looking at a project a fresh you can often come up with a better/simpler/more optimized solution.  The only way to make a framework work for every single game is to put heaps of time into making it very versatile on this particular feature, and that type of code is boring; so I can see why a start from scratch approach is favoured in this case.
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: 3DzForMe on October 16, 2019, 05:18:49 AM
my menu is a WIP:

Code: [Select]
While 1

Text 20,20,"Enter 1 for 1 player or 2 for 2 player"

waitkey()

;get keypress - TO DO

Went


 ;D

Wildest West for the WIN ;)

EDIT - Went is my subconscious taking over - its 520, my shift starts at 630, need to press a shirt, have brekkie, and drive to work. >:D
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Qube on October 16, 2019, 07:06:24 AM
Me too.  Sometimes games are so different and looking at a project a fresh you can often come up with a better/simpler/more optimized solution.  The only way to make a framework work for every single game is to put heaps of time into making it very versatile on this particular feature, and that type of code is boring; so I can see why a start from scratch approach is favoured in this case.
Yup, different games require different GUI's and perhaps even different effects when the mouse is hovering over them or clicked on. You can do a basic generic GUI box check function and that's really about it.

When I was spending stupid amounts of time doing my AGK GUI and designer I thought long and hard about game GUI's and came to conclusion that such a thing would require a dedicated approach and just not worth the effort as you can't do a one size fits all with games. The GUI I made is for internal apps and for that it works well but I'd never use it for games as it's much quicker to code up a custom routine.
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on October 16, 2019, 09:07:35 AM
So you code a drop-down-widget and combo boxes each time over and over?

I think for checkboxes and buttons stuff can be coded each time but inputs (with cursor, deleting, maybe copy/pasting), dropdowns, scrollers ... modal dialogues you better use some already written stuff - or have to code all the special handling each time over and over.
If your game does not offer much options ("[ x ] Fullscreen" and "Start Game") then this framework/lib-approach is of course too much.

My GUI is surely not configurable to the last aspect but I can add overlays, use nine patches, ... all I need to make it look the way I want - if I wanted ;)
In most cases it will at least suit to most casual game setting screens as it most of the times is just a matter of creating/using the right graphical assets and bitmap fonts (for styled fonts).

So for _me_ it paid out to have written the GUI thing - fix an issue once and have it fixed in all your games (ok, needs recompile and potential minor adjustments if you refactor but that is OK).

Performance wise a non-generic solution might of course be faster as you skip all the unneeded stuff.


Another thing to consider is to use the widgets as base for your game interaction stuff. So I use the GUIWidgets as base for other elements too (automatic drag-n-drop-support etc.). So this speeds up development in other areas too.
 

@ Qube
In a "Sci-Fi simulation exploration game" I think your GUI would give you benefits as such stuff is GUI-heavy.



@ Honey
Back to Adam's worklog ;)


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 16, 2019, 12:56:44 PM
worklog it is then...
But not before a mini comment.
Agnostic GUI's are fine for using everywhere and apps, etc. but for games, you usually need something just a little bit different. maybe it only accepts keyboard commands, maybe just mouse, or maybe it's visual look is just so different it need special handling. If you need something quick and only for use in one place, then cade something dirty. if you need something that can AND will be used in other places then use a GUI framework of some kind.

so.. today is all about mazes -of certain kinds...
(https://vjointeractive.files.wordpress.com/2019/10/screenshot-2019-10-12-at-07.20.26.png)

EEP! only a few days to go!

Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on October 16, 2019, 01:01:14 PM
For the "dark" side you might consider darkening the items/units too - to avoid "popping out" too much because of the color vibrance difference.
in the screen it is the crate/box and the icecream-boss who pop out a bit.


Hope the game plays as good as it looks.


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 16, 2019, 01:48:02 PM
It’s all about the delicious honey swirl and how to get it...
5 fiendish areas to temp and twist your mind with...

And the Lord of Chaos is back for one last time:
(https://vjointeractive.files.wordpress.com/2019/10/screenshot-2019-10-16-at-15.04.46.png)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 17, 2019, 08:56:20 AM
CRAP, BUGGER Windows fullscreen...  :( >:(

sorted  8)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 18, 2019, 11:08:46 AM
testing testing testing...
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 18, 2019, 12:14:50 PM
8 separate song tracks  :o Phew! 33 individual sounds. lots of variation!
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Qube on October 18, 2019, 08:17:54 PM
8 separate song tracks  :o Phew! 33 individual sounds. lots of variation!
2 days left, I think you can squeeze in another 8 tracks :P
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Steve Elliott on October 18, 2019, 08:43:33 PM
lol no to more music.  Just bug fixes and gameplay tweaks!
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: 3DzForMe on October 19, 2019, 01:59:28 AM
Love the Lord of Chaos ;)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 19, 2019, 07:03:59 AM
All sound is now finished  "Bass" "All exits are clearly marked!" :P
just last minute checking and testing:
(https://vjointeractive.files.wordpress.com/2019/10/screenshot-2019-10-19-at-06.53.18.png)
2 found, 2 to find... And all those lives I could have had!

"All exits are: Bass"
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Matty on October 19, 2019, 07:36:01 AM
Your chaos Lord reminds me of this Chronopia miniature attached.
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 20, 2019, 08:33:43 AM
This it it...  8)
https://adamstrange.itch.io/honeythings (https://adamstrange.itch.io/honeythings)

It's released out into the wild...
(https://img.itch.zone/aW1hZ2UvNTAyNDcxLzI2MDEzNzAuZ2lm/347x500/gcROx7.gif)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on October 20, 2019, 11:07:09 AM
Devlog-link on the project site links to ... something but leads to the project page.

@ Linux
Wanna build a linux version too? Thought last game was compileable too - so I would test it out and give feedback of whether it runs or not.


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 20, 2019, 11:45:35 AM
I'll need to do some housekeeping before I can linux compile. Stay tuned...

NomNom.mx2 compiling.

And...
Compiled and upped!  8)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Xerra on October 20, 2019, 12:51:57 PM
Seem to have got myself stuck at the point shown below. Haven't really got a clue what I'm doing but I was trying to use the crates to block those bad guys in.

Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 20, 2019, 01:51:35 PM
the key is 'the bad guys'
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on October 20, 2019, 03:11:48 PM
Only had 10 seconds to test (kids!).

Linux version runs.
When going to the "options" part I see

[ ] FullScreen
Exit

Fullscreen line is kind of selected. Pressing "left" or "right" switches into fullscreen but the "[ ]" checkbox is still unchecked. Right/left again and the checkbox becomes checked - and full screen keeps fullscreen. Left/Right again and I am again in windowed mode and the checkbox is correctly unchecked. Left/Right then ... fullscreen plus unchecked checkbox.

title melody (only listened on low volume) was a bit 80s pop ... coincidence to Stranger Things and the current syntaxbomb shoutbox? ;D


Edit: another short start - right into the level (after I splat the pinky thing).
There was the first word "typewriter-effect" added ... then for a short period (100ms or so) the whole text of the "devil" was displayed and then removed again - it then correctly appeared like desired ("typewriter").


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Steve Elliott on October 20, 2019, 09:18:30 PM
Why would anybody give any kind of review after only 10 seconds play?!  Take your time dude, and review it properly lol.   :D
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Steve Elliott on October 20, 2019, 09:31:25 PM
Anyway, gorgeous pixel art as usual Adam.  A bit of a quest-like game, so will look forward to seeing what you've come up with gameplay-wise.
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on October 20, 2019, 10:54:19 PM
I did not review - just wanted to point out "bugs/issues" as soon as possible - as there was/is still time to fix them before deadline.


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 22, 2019, 12:39:12 PM
Question to all. How has everything operated for you? Did the audio stutter or anything else sound off?
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Steve Elliott on October 22, 2019, 01:22:21 PM
No problems with sound here, you could turn off the mouse pointer in full screen mode though.  Will have a proper play and report back any issues.
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Xerra on October 22, 2019, 05:11:47 PM
I've had a bit of a play over three sessions and have no problems running it. I did have screen size issues until I remembered that I'm running this Mac in beefed up UI mode due to poor eyesight, so it wasn't a fault of the game. Putting it back to default resolution and the options were available to tinker with correctly. Now you know why I mostly just use 1024*768 because it's workable for me :)

Playing itself I'd say I'm not a fan of the steps at all. I'd prefer to be able to move onto them and press fire to enter. I have a nagging feeling I'm not playing the game right, however, as I seem to lose lives alarmingly regular, when I have the broom in my hand to slap the bad guys. Am I doing something wrong?

I'd like to be able to go through and finish the game just so I'm happy I judged it fairly so a basic idea of what I'm doing wrong would be good, if you don't mind?
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 23, 2019, 06:14:59 AM
LOL, yep, the steps are 'strange'  8)

ok, lets get this started with a post-mortum:
This is my first, so I’ll try to do the best I can with it.
Let’s start with the things that went well:
1 - First off everything got finished, the game came together and feels more or less cohesive. I am particularly happy with how everything feels like it all connects. the sound feels right, the music, etc.
2 - It took five weeks from start to finish to create everything for the game: graphics, music, sound
3 - It was relatively simple to update all versions of MX2 (the programming language/environment) so that Windows and Linux ‘just worked’
4 - The new sound core works perfectly across all platforms with no issues being flagged.
5 - All tools were utilised well and worked well together. This meant I could have the tools open, edit stuff and just run and see the results instantly.

Now let’s get dirty and see what things I feel didn’t work, or could be improved.
1 - Sound. I’m not happy with the new sound core. I feel that it really need to be stripped and the junk removed and the code tightened up. But I am happy that it all works. That means what I thought could be done, has been proved. Also I am not too happy about file sizes for sequences.
2 - Again I started the project with no real goal, and nearly dumped it halfway through. I am not sure how to approach this one as I have a tendency to create and let the results guide the process.
3 - I am definitely not happy with some of the screen issues with sprites. this is down to the order they are drawn onscreen. In this case it more of what you learn as you code.
4 - Input from others was extremely helpful in tweaking and modifying things. This also helped in having a guiding voice that said “Have you tried this”, “Wouldn’t it be great if…”. Must be able to step back from that voice and filter things otherwise you get nothing done at all.
5 - The mapping tool need some work to get it into shape. there are a lot of rough edges that need fixing - particularly the list code with selections. This needs lots of work to get right!

All in all I am very happy that I could spend much more time with ‘the game’ rather that ‘the tools’. I really enjoyed the graphics, tweaking pixels and finding new ways of working was great. I also enjoyed having the sequencer fully operational so I could listen to tracks while play testing and before the sound was actually put in the game. It’s an interesting feeling when all the separate bits and tools all finally come together.

I also have enjoyed seeing how others have approached things. The dev-logs have been inspiring and regardless of how finished the projects are at the end. We all learned something from the process. Brilliant :)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: BasicBoy on October 24, 2019, 08:31:03 AM
Seem to have got myself stuck at the point shown below. Haven't really got a clue what I'm doing but I was trying to use the crates to block those bad guys in.

the key is 'the bad guys'

I've just got 'stuck' twice in the Cakero Disco. The sprites carry on animating (but not moving around), the music continues, but the game doesn't appear to be accepting responding to any input from the keyboard? I can't move!

Here's an unlisted YouTube video I've just uploaded. Skip to about 2:35, the 'non-responsiveness' begins at about 2:44.

If it's not a bug, then I'm probably missing something obvious!  ;D

https://youtu.be/wAMvfz9hggM (https://youtu.be/wAMvfz9hggM)

Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 24, 2019, 08:43:00 AM
yep. brilliant video and I can confirm it's a bug!  :o

I'll get on to this immediately for you
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: BasicBoy on October 24, 2019, 08:43:56 AM
yep. brilliant video and I can confirm it's a bug!  :o

I'll get on to this immediately for you

Cheers  :)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on October 24, 2019, 09:02:29 AM
@ 2:40 of the video - the two cakes "on top" (second lane top for example) seem to have taken some drugs - dancing the "shiver dance" :)

Still got no time to really play it (and the other games). Just had a look at the video BasicBoy posted - and recognized you switched the stairs (I blamed in the itch-io devtober thread)


PS: Music "stutters" on Linux when resizing the music - single threaded audio/app processing?
Regarding that text-bug watch the video at 0:10 (on the second text display it then works as expected)



@BasicBoy
How did you embed the video "so small" ? Mine always go "full width" here.
ok, just append a "width=mydesiredwidth" to the youtube-bbcode.


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 24, 2019, 10:41:08 AM
when you resize the windows it stutters - not really something to be worried about - unless you are doing some very funky moves with constantly moving windows - not something I would recommend  :-*

Noted about the text. Technically it's not a 'Bug', it's a '(creature) feature'
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on October 24, 2019, 11:18:22 AM
of course it is a bug - if the text is "blinking" while it shouldn't  - so surely allowed to fix within this weeks period.
More interesting of course if it does not happen on Windows - or if the reason for it is some broken logic (assumptions of numeric values...).


Sound stutter: nothing to worry yes, but maybe you want to make your sounds run in a different thread nonetheless? For further applications this helps loosen cpu stress (if there is some), you learn a bit multi threading (if you are not knowing much about it yet) and so on. So nothing strictly limited to this game but a general improvement to your codebase.


If you find the time and motivation somewhen: think about adding some animation to Redds arms. I think it _will_ improve the overall look as it now looks pretty odd when he moves and keeps his arms as if he came from a River Dance Competition or prefers Russian Folk Dances. I understand that you did it that way to keep asset creation time a bit lower yet it breaks "immersion" (the characters movement looks "fake").


@ Redds thoughts
Maybe it is because I am not a native speaker - but some of them are pretty "short" or already "too short" for me to understand properly/safely.

If you want to add localization I would happily translate the strings into German - others might provide French ...


@ how to play and "effects"
When moving over such a pinky "mob" it displayed "+1 live" for a very short moment. While this is appreciable during later levels (when you know almost everything about the game basics) I think in the first level such stuff should be displayed more "elaborative" ... either display it a bit longer or display some help text (like it does in "Super Mario World" on the SNES).
This would help to avoid the "get thrown in" effect one else might feel when playing for the first time.

I understand that older games did not always have such helping-hands approach in their game - and none of us really read the manuals of the game (assuming you had the original game at your hands !). Today people expect a bit more - and it does only cost a bit of developer time to provide that features.
If you think it could annoy people: add a "never show again" option or a generic "disable help" checkbox in the options screen.

For TVTower I can attach to each screen a help text which is displayed when entering the screen the first time. Then I have buttons which are like "close", "do not show again" and the option to disable whole help forever etc.
So adding this to the game means to have people enabled to disable help on each new game (or disable for every game from then on).


@ REDD
I think you should consider having that character in other little games too - would be cool to see a "hero" as recurring element in the competition games or other projects.
Mayb Redd could become a desperado in your space sim, president of "Beaver Island" - where only the most adventurous and hairy uhmm creatures are allowed to live and do trading.


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 24, 2019, 11:26:07 AM
it's an interesting thought to have Redd appear in other games. My initial thought would be something StarFox...
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 25, 2019, 08:35:37 AM
ok guys...
HoneyThings has been updated to 1.02 - thanks to everyone who submitted things and bugs :)

https://adamstrange.itch.io/honeythings (https://adamstrange.itch.io/honeythings)

Here's a list of changes:

V102
- bugfixes
- audio fixes
- fatal pause with bosses fixed
- honey addition text now onscreen for longer
- chaos lords text starts correctly
- extra life added to first boss

All version have been updated MacOS, Linux and Windows
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Steve Elliott on October 25, 2019, 09:30:41 AM
You don't seem to be able to quit the program in fullscreen mode (in Windowed mode you can just click on the close window cross).
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on October 25, 2019, 10:01:48 AM
Once you are addicted to honey you cannot stop anymore / no way to quit "honeying" :)

Seriously: Steve is right - maybe add "Esc"-key to go back to the previous screen and in main screen "Esc" = quit.


@ game hints
While the honey text now moves up and fades out longer - the texts displayed when collecting the swatter and so on ... they are fading out soo fast ... too fast for me to read them properly.
You might have them display a bit longer - and if Redd continues moving you cut the display time a bit (so they fade out sooner if you just "rush through" for knowing all of them.
Also you might fade out more rapidly if another text is to display now.


@ menu items in the main screen
how to reach them during game?
If you leave such a menu subscreen ("exit" - maybe call it "exit XYZ setting") you cannot move Redd for a 3-400 milliseconds.

bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 25, 2019, 10:12:57 AM
agreed, but these things would mean recoding and not bug fixing - strictly not allowed! Chalk it up to a design fault. I designed it not to have a traditional menu. Mea Culpa!

And as for the quit (sorry but I just can't resist this one - hehehe) on Macos cmd+q on Windows alt+f4
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: Derron on October 25, 2019, 11:08:19 AM
And on Linux? Depends on the window manager I guess - if it accepts a windows-like "alt+f4".


@ bug fixes
no need to change this stuff during the bugfix period - but fix it for later revisions/versions.


bye
Ron
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: 3DzForMe on October 25, 2019, 11:52:25 PM
Quote
My initial thought would be something StarFox...
   Cool :)
Title: Re: MIX-IT-UP Comp Entry - HoneyThings
Post by: iWasAdam on October 29, 2019, 12:40:01 PM
Just got this comment on Itch.io from
https://itch.io/profile/levrault (https://itch.io/profile/levrault) (He's got a neat little dungeon game too)

and thought I'de post it here too (As it was such a great thing)
Quote
Work flawlessly on linux and got a great time with. I got stock at the level where the crate should confuse bear...and yes I was confuse with it.

A great thumb ups for the pixel art, this is gorgeous, it remind me a lot of Jazz Jackrabbit (I don't know why).  Music is great too.

Maybe the only improve I could think of, would be to implement a little tutorial. Even if the visual help a lot to understand, I took me some times to get some of the core gameplay element.

Keep the good work !
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