It's an unfinished jam game I don't know what to tell you, sorry!
Max Cahill
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- Generally I'll be editing one or more layers of tilemap and use the tile indices in my engine to sort out collisions if at all possible.
- If it makes sense for the project, I'll place markers for enemy spawn positions or whatever as point objects or rects or polys for areas, polylines for patrol routes - but I generally don't "dress them up" like I've seen others do; I just set the name of the point
- I'm afraid this depends on what the engine is meant to do :)
- General purpose = support as much as possible.
- Definitely need rect tile layer support and support for getting the information out of different types of objects
- Infinite map mode still has an origin set in the file IIRC which should be used for positioning the tilemap and avoiding offsets. You'd have to keep the map as chunks in-engine.
- Here's an example from arco because it's what I have on hand. It's not necessarily "representative" other than, no real concrete convention between games.
In general people's expectations from tilemaps seem incredibly varied. For KAG and Trench Run we just loaded from png image maps and this was popular with the community because its very easy to edit a png image; but it doesn't allow sub-tile offsets. Some games will just use one layer and will set up all the other stuff with hardcoded stuff in engine. Some games will use all the advanced object prototype stuff. Expect to get wildly different responses if the net falls wide enough :)
Hope it helps
I'm afraid I can't help more than that; it looks like all the points of the entire mesh are getting collapsed to the centre but I'm not sure what could be causing that at this stage, and without access to the hardware, testing is going to be a serious pain.
If you're technically minded you can grab the source off github and see if you can figure out where in the shader all the points are going to 0,0,0 - but I understand it's a pretty big ask, haha.
Thanks for your interest, sorry I couldn't sort it out.
You can solve the "slipperyness" by only resolving the collision in the upwards direction for slopes. It'll be tricky if you're not familiar with vector maths, but then anything to do with slopes will be, I'm afraid!
If you ask for help on the love2d discord I, or someone else, can help you out more there.
I've got another terrain side project that has been slowly ticking along, for standalone, whether it'd be helpful to you depends on what you need mostly, haha.
As far as I remember the fairy dust is mostly noise distortion, would have to check the source.
Are you embedding the terrains as gifs in another project somehow? More info needed to help :)
Subscriptions through itch would be an enormous pull for the platform, hugely simplify many game creators payment pipelines, and help encourage financially sustainable development for creators of all shapes and sizes.
Feature checklist:
- Recurring billing of a user-chosen amount each month
- Billed all together by itch, split to creators -> more payment platform efficiency
- Optional requirement for payment on starting subscription, for content
- Cancel any time
- Per-work, or per-creator, and managed separately in each case
- Tax checkboxes per-supported-country (similar to VAT handling)
- Optional benefits with price breakpoints
- Ability to show or hide amount of support (in dollar or supporter count), and goals (in terms of whatever is displayed)
- API for querying support with appropriate credentials
Yes, there is patreon or similar integration as an option, but it requires that work is patreon friendly, requires maintaining a separate patreon, and requires doing the work to integrate with itch.
Please consider it. The simplicity of putting work out there and accepting payments on itch is completely unparalleled - and for long term work, being able to gather support on the same platform you're distributing through would absolutely rock. For creators looking to build support. And for people looking to get off patreon, itch would probably be a more appealing home than the current alternatives.
(I asked on twitter but here seems more active/likely to get a response from staff.)
Thanks for your time,
Max
Yeah I'd love to at some point - I just didn't want to deal with writing a first person controller on top of all the generation for the jam haha :D camera controls in general would make exploring the generation a lot more "interactive" and is definitely on my list.
It's open source too though - so if you get inspired, a PR is welcome ;)
No worries, as I see it the whole point of these jams is to end up with a heap of games to play and foster some community spirit and actually playing them is pretty important for that, haha :)
I figure for a lot of these jam entries a lot of the magic is in that kind of first "exploratory" playthrough so it being fairly linear is a good thing for efficiency if anything.
Nice. The 1 bit aesthetic worked really nicely. The storytelling was suitably vague. I'll have to give it another go sometime and see where else you can end up.
I also think i recognised the image used for the factory, which was a kind of uncanny valley I haven't experienced before, and it surprised me a little, haha.
(The M from ASMB here, hi!)
It might! We've talked about it a few times but we want to be sure there's actually enough gameplay there to justify a full game! We don't want to fall into the same trap as NMS where there's an infinite universe full of nothing to do, but we're also not so hot on doing a bog-standard linear platform puzzle game either. We've had a few cunning plans but haven't had time to work on any of them yet :)
Currently the A, S and B of ASMB are working their butts off to ship Moonman by early next year as well, so there's that!