Thanks for playing! :)
atomius
Creator of
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Hi, thank you for playing!
I'm glad you enjoyed it, and thanks for showing my game on your stream!
The art style was inspired by Jumping Flash and Mario 64. :)
I'm thinking about making another game like it, but I feel like a sequel would need some additional mechanics. Like enemies or something.
I'll look into it and maybe make something for another jam soon! :)
Hi, Thank you for playing my game!
I'm glad you liked the jumping, I spent a lot of time tweaking the physics to get it to feel right. :)
The level design and art style were heavily inspired by Jumping Flash and Mario 64!
The webgl cursor bug sounds strange... I can't reproduce it. It works fine for me both windowed and fullscreen on Firefox. You could try pausing and unpausing the game, that will unlock and re-lock the cursor. But I don't know if that would fix it.
Hi!
The game looks adorable, I can't wait to play it :)
I found a bug, though: when I press any button, or move the sticks on my gamepad (a wired XBox 360 controller) the game crashes with an uncaught exception. It doesn't matter at what point I try to use the controller, it happens in the game, at the title screen and during the "NomnomNami presents..." splashscreen.
It works fine so far when playing with keyboard or mouse, as long as I don't touch the controller, so I will play it without the controller for now. :)
The traceback.txt looks like this:
I'm sorry, but an uncaught exception occurred. While running game code: NameError: global name 'name' is not defined -- Full Traceback ------------------------------------------------------------ Full traceback: File "renpy/bootstrap.py", line 326, in bootstrap renpy.main.main() File "renpy/main.py", line 617, in main run(restart) File "renpy/main.py", line 148, in run renpy.execution.run_context(True) File "renpy/execution.py", line 922, in run_context context.run() File "script.rpyc", line 339, in script File "script.rpyc", line 339, in script File "renpy/ast.py", line 715, in execute renpy.exports.say(who, what, *args, **kwargs) File "renpy/exports.py", line 1393, in say who(what, *args, **kwargs) File "renpy/character.py", line 1205, in __call__ self.do_display(who, what, cb_args=self.cb_args, dtt=dtt, **display_args) File "renpy/character.py", line 871, in do_display **display_args) File "renpy/character.py", line 621, in display_say rv = renpy.ui.interact(mouse='say', type=type, roll_forward=roll_forward) File "renpy/ui.py", line 298, in interact rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs) File "renpy/display/core.py", line 3101, in interact repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, pause=pause, pause_start=pause_start, **kwargs) File "renpy/display/core.py", line 3897, in interact_core renpy.display.behavior.skipping(ev) File "renpy/display/behavior.py", line 272, in skipping if map_keyup(ev, "skip") or map_event(ev, "stop_skipping"): File "renpy/display/behavior.py", line 242, in map_keyup if (name in ev.eventnames) and ev.up: NameError: global name 'name' is not defined Windows-7-6.1.7601-SP1 Ren'Py 7.4.3.1414 Starry Flowers 1.0.1 Fri Mar 12 21:52:22 2021
Thanks for the feedback! :)
I agree that it's hard to tell when the ball is going to hit the paddle, that's why I added the 2D views and made the paddle flash on impact (+ sound effect).
I experimented a bit with the camera placement, but putting the camera further up, at an angle, would make it too difficult to tell where the paddle is in relation to the ball.
Placing it in the middle, at the end of the playing field (behind the paddle, but not moving along with it), also made it too hard to judge the ball's position.
I also thought about adding lines to the walls that show where the ball is along the Z axis, like in this video. But since I wasn't using wireframe graphics, I couldn't think of a way to add them without looking distracting or out of place.
Do you have any suggestions how the camera could be placed instead?
Very unique idea, I like it. Great music, too! :)
I noticed some bugs, though:
- At one point, the triangles all went into the right corner at the top and stopped moving.
- Whenever I attempt to shoot after picking up an ammo pack, the game freezes for a few seconds, then it crashes. It doesn't matter whether I shoot at an enemy or anywhere else.
I tried the 64 and 32 bit Windows builds on Windows 7. The crash bug happens in both versions.
Really cool idea, never seen a snake game with a switch/door mechanic before! :)
I think the game is a bit hard, because the snake moves so fast. It took me quite a few tries until I made it outside to the pink square. But I had fun :)
It would be even better with a score counter (+ maybe a highscore list) and more stages (with multiple switches and doors?). ;)