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(3 edits) (+1)

Woooo! Love the speed of this game! Nice use of graphics and I like the particle trails of the wish orb and the character.  I also *really* wanted to catch that wish orb!!  

A few small notes: the music didn't loop so it got very quiet part way through my run, and I noticed a small graphic glitch on the character's sprite. I've had this problem with godot animated sprites before too. I found the solution is exporting the spritesheet with extra padding of empty pixels around the border to avoid the issue. It's probably something to do with subpixels. I suspect the small gray line is from the shadows in the sprite sheet row above the current frame. Sorry for blurry screenshot - you may be able to notice it in my playthrough video too. 


Overall had fun and the feeling of speed was great. I also liked the little intro cut scene to give the game a little story as well. Nice job :) 

(+1)

Thanks for your time. I did think about the orb taunting you but I feel like it will be too much, I am sorry for the music I thought I clicked on the right setting so that it loop infinitly (but apperently not :(  ).  About the visual glitch I did try to fix it by removing entirely the shadow of the art but somehow I managed to create a mess so I gave up modifying the art.  

On another note I did play your game and it was damm good. The graphic were amazing but I am not the best FPS player so I got a little score. Thought it was fun since I was eracticly trying to exterminate everything.

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I had a similar graphics glitch problem when I would do html5 image resizing with my games (or use CTRL+ / CTRL- to change to the size of everything on the window).  I think it has to do with the source rounding down to the pixel values above where the sprite is kept.  That was one of my incentives for learning how to output pixel perfect tiles and sprites.

Do you have any Idea where I can learn that??? I am using Godot btw

(1 edit) (+1)

I do my web browser games from scratch using raw javascript, so I don't know if this will be any help.  What I learned was I had to control two elements of the canvas.

The first part was with css.  This is placed in my index page:

  • canvas,body{image-rendering:-moz-crisp-edges;image-rendering:-webkit-crisp-edges;image-rendering:pixelated;}

And then with javascript, you have to make sure this is kept because anytime a canvas element is changed (new size, sometimes clearing it, etc., it will auto default to the blurry style again.

  • const D=(a)=>{return document.getElementById(a)} }let k=D(x),i="mageSmoothingEnabled";k.width=a,k.height=b;let ctx=D(x).getContext("2d");window['ctx.i'+i]=false;window['ctx.mozI'+i]=false;window['ctx.msI'+i]=false;window['ctx.webkitI'+i]=false

Maybe you can find some equivalent in Godot or this can help point you in the right direction?  I cannot say.  I have never looked into Godot.