Good that you have a temporary solution. A good question is, why was the bot banned? I hope it's not for something like a large amount of messages in a certain time frame, because it seems like that'd be an impossible issue to work around.
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Show posts MenuQuote from: mazhat onYep! Everything is fixed.... now! Unfortunately during testing with some friends I found a few more bugs to squash:
Ah, I was on an older version of GtL. Everything is fixed now!
I also forgot that this is a zelda-like game. So I should embrace the openness, ha ha.
Quote from: mazhat onThanks! As for when you don't know where to go, the flow of Main Adventure is a little more open-world. You can even skip to the final boss, if you want!
I think it's really good, but sometimes I don't know where to go.
Sometimes I get warped to the unpartitioned memory zone.
Quote from: gameblabla onI've been mainly fixing bugs so far, but I will see if there's any energy left to add anything else into the game. I may not even make other map-packs, given how busy I will be this year and how I have another secret project in the works. And by secret, I mean a project with no good graphics for it yet.
So far i think it's nothing exceptional as a game itself... though i haven't tried it much i admit.
I think it lacks some oompf ! Attacking enemies is just not satisfying.
Hopefully you work more on it. (or on more games)
Quote from: gameblabla onHey gameblablabla, thanks for testing! My original workaround for this was to add in an empty saves directory in the zip file, and it worked in my testing on my Ubuntu VM (take a shot every time I say that, am I right?). I guess not all systems preserve empty directories when compressing/uncompressing archives, so I've implemented your fix.
Hello 123outerme !Your game does not create the "saves" folder, so it will attempt to write to a directory that does not exist, leading to a crash when starting the game.A fix for that is simply to make sure to create it with mkdir#ifdef MINGWmkdir("saves/");#elsemkdir("./saves", 0755);#endif
The game works fine after that...
There's also a minor graphical issue with graphics when scrolling between maps...
I had this issue occur for Massage simulator too when using SDL2.Note that it would disappear when running it over Wine if compiled with Mingw, even if only the OpenGL backend is enabled...I haven't found a fix for that issue for my games even.I think the only proper fix for this is to bypass SDL2's own scaler and use your own. welp
Quote from: xlibman onAwesome, thanks! Yeah, the custom maps feature both hold it back as far as how pretty I can make it (can't really do fluid animations all that well with the sprite system), and push it forward into something novel.
I haven't played it for very long but I'll retry for longer later. I'M glad this came along this nicely and that it continues on with the cool custom maps feature.
Quote from: _iPhoenix_ onThanks! I'm really proud of the combat, although it's very simple. From both a map-maker's and player's perspective, the simple 3-enemy system and Zelda-like combat give it a comfortable feel: nothing is too surprising until the boss, yet through the placement and types of enemies used, a map-maker can make a room as hard or easy for a player as they like. They can also give it certain atmospheres. For example, 6 ghost enemies following the player no matter where on the map they go can be eerie. Or, 6 stone giants can feel like you've hit a brick wall. Mixing the two almost always feels like fighting an army. The birds can just be annoying distractions until a boss, due to their 1-hit nature, and the fact that you can out-maneuver them.
I really like how you implemented fighting. It looks awesome.
I do think that the boss you showed should have more health, because you defeated it in like five hits
On bosses, maybe you could show a boss bar or something that shows a visual indicator of the health of the boss.
Also, the fanfare after the boss fight works amazingly.
(Sorry for such a choppy post, I'm in a bit of a rush right now)
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