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Melodraw's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #5646 | 2.121 | 3.000 |
Enjoyment | #6191 | 1.818 | 2.571 |
Overall | #6463 | 1.852 | 2.619 |
Creativity | #6962 | 1.616 | 2.286 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Musical instruments (items that make scales) are built
Development Time
96 hours
(Optional) Please credit all assets you've used
https://immunitys.itch.io/ - Art
https://humblepixel.itch.io/ - Art
https://zerie.itch.io/ - Art
https://kenney.itch.io/ - Art, SFX
https://ninjikin.itch.io/ - Fonts
https://jannikboysen.itch.io/ - Easy Releasy
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Comments
Seems like a cool concept, if you'd like to continue on this you could add materials to the game, some could cost more but would be more durable. (not sure how it would actually work but why not?).
Also, I tried to leave the blueprint blank to see what would happen (I read how you did the scoring so in theory, it could give a good result) I got a NaN/100 Not Bad score. You might wanna look into that.
I then tried to do the opposite (because, again, why not?) and filled the whole canvas that then replaced my character with a rectangle (the beautiful blueprint I was holding) and gave me a beautiful score of 83/100 Great!! (They wanted a guitar tho so that might've affected some things)
Hey, thanks for the feedback! I'd quite like to expand this just a bit more for an after-Jam version and I really like the materials idea (perhaps it could feed into a more interactive forging part of the game).
Good job with bug finding too. I'd seen the first one in development but hadn't put in time to check for that case or provide a sensible way to show the player - I figured the visible NaN was a division-by-zero error - and yes, it turns out the restriction on only counting areas that have a sketch in either the reference or the players drawing (to make scoring make more sense) leaves you with scoring out of zero for an empty player sketch.
Great QA thinking! I hadn't even tried the opposite myself (didn't have the patience to fill in the canvas without some kind of fill tool) and the result makes sense for this. The character getting replaced is a known mismatch between how the sketch area and sprite versions are positioned so they get end up covered by the sprite sized sketch in some directions. I'd seen the overlap but it's more obvious with a completely filled sketch.
The art style is beautiful, though i don't think the game fits the theme well. Maybe a system that makes the npcs impatient when taking too much time would be great.
Hey, thanks for the feedback! I did have more in mind for the NPCs, things like queueing, feedback based on how well you met their expectations, perhaps being paid for the commission and so on... I'd like to work on this a bit more for after the Jam, so all ideas are welcome.
I really love how you interpreted the theme of the jam. The gameplay is quite fun and I love the look of everything. Might I ask how you did the blueprint vs image comparisons? I've tried doing something similar before, but I had no luck getting it working.
Hi! Thank you so much for the feedback.
Of course!
So the images you see (the commissions) are just standard sprites with a randomly chosen texture assigned for each NPC. For the drawing, the mouse coordinates over a second sprite with its own texture are used to center a small mask which is used to 'paint' your design. Both of these images are the same width, height and format (single channel), and the comparison result is the difference between equivalent pixel values from the two images.
The implementation in this was done fairly naively due to handle some extra details (see below), but it's essentially a pixel-by-pixel comparison between the values of each pixel between the two images, where each pixels score is 1.0 - differenceValue. For the scoring, we compute the actual score (sum of pixel scores) and the max potential score (simply width * height, this is essentially a no-difference value, a perfect replica) and then it's just actualScore / maxPotentialScore.
There's a few other small details to make the comparison make more sense, such as only pixels that are set in either the reference image or the one you drew are used. This limits the image comparisons to pixels that should be there or that were there in the one you drew, as otherwise the score ends up interpreting what is essentially 'empty space' in both images as a good result, when really it should be ignored unless there's a visible image.
Happy to post more specific code or I could put some of the code into an example into a repository to look at.
Hey, just a heads up, you got flagged by itch and there's a big security warning from itch.io before being able to download your game.
I am also getting this warning FYI. If anyone knows this is ok to run, please let me know
I downloaded it, and as far as I can tell, my computer has not exploded :D
awesome, thanks for sharing
Hey! Thanks so much for the heads up, I'll take a look and see what I can do. I'd seen a few issues with running the game locally but didn't think itch itself was flagging anything.