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ChimaereJade

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A member registered Mar 22, 2017 · View creator page →

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Thanks for providing packs with your knowledge. It's really appreciated! :)

Looks nice so far! :)

Wow, that's something I would call a collection!
Nice job on the animations! Especially the water- and ice-ones are my favourites! :)

(1 edit)

Hey there,
thanks for all of your hard work! I was trying this technique yesterday and got some java-script related errors after a while:.

TypeError: Cannot read properties of undefined (reading '18')     
at ScalarField.GDJSInlineCode.ScalarField.extrapolate (file:///C:/Users/MyName/AppData/Local/Temp/GDTMP--1/preview/gdjs-evtsext__marchingsquares__definescalarfieldpainterlibrary-func.js:328:53)     
at HeightMap.GDJSInlineCode.HeightMap.getHeight (file:///C:/Users/MyName/AppData/Local/Temp/GDTMP--1/preview/gdjs-evtsext__marchingsquares__definescalarfieldpainterlibrary-func.js:920:37)     
at MarchingSquaresBehavior.GDJSInlineCode.prototype.containsPoint (file:///C:/Users/MyName/AppData/Local/Temp/GDTMP--1/preview/gdjs-evtsext__marchingsquares__marchingsquaresbehavior.js:216:35)     
at Object.GDJSInlineCode [as userFunc0xa371b8] (file:///C:/Users/MyName/AppData/Local/Temp/GDTMP--1/preview/gdjs-evtsext__marchingsquares__marchingsquaresbehavior.js:4353:46)     
at Object.gdjs.evtsExt__MarchingSquares__MarchingSquaresBehavior.MarchingSquaresBehavior.ContainsPointContext.eventsList0 (file:///C:/Users/MyName/AppData/Local/Temp/GDTMP--1/preview/gdjs-evtsext__marchingsquares__marchingsquaresbehavior.js:4363:111)     
at MarchingSquaresBehavior.gdjs.evtsExt__MarchingSquares__MarchingSquaresBehavior.MarchingSquaresBehavior.ContainsPoint (file:///C:/Users/MyName/AppData/Local/Temp/GDTMP--1/preview/gdjs-evtsext__marchingsquares__marchingsquaresbehavior.js:4433:111)     
at Object.gdjs.level_95sceneCode.eventsList1 (file:///C:/Users/MyName/AppData/Local/Temp/GDTMP--1/preview/code0.js:165:99)     
at Object.gdjs.level_95sceneCode.eventsList2 (file:///C:/Users/MyName/AppData/Local/Temp/GDTMP--1/preview/code0.js:323:24)     
at Object.gdjs.level_95sceneCode.eventsList11 (file:///C:/Users/MyName/AppData/Local/Temp/GDTMP--1/preview/code0.js:1136:107)     
at c.gdjs.level_95sceneCode.func [as _eventsFunction] (file:///C:/Users/MyName/AppData/Local/Temp/GDTMP--1/preview/code0.js:1588:24)

I would be really thankfull if you would know a way to fix this. I also would try to help you as good as possible.

Edit: Also I'm trying to figure out how I can improve the black screen-size further away from the screen.

Thanks anyway! :)

Hey there,
it seems your plugin has a lot to offer I would love in my project! Sadly there seems to be no demo so I can't make a compatibility check with other plugins and see if it works on mobile-exports too.

Did you already do some tests in this direction and can give me an answer how good this plugin works for mobile-games with MZ? :)

Hey, I like this plugin and just wanted to ask if there will be a chance to disable the diagonal movement of followers?
I use a simple grid-based movement for the player character and would love if there is an option to let followers instead change speed for a short time to connect back to the player when moving to far. :)

Thanks for your great work!

I have to say that I love this big tree of the blue forest! He looks very old/strong and the colors give him a mysterious vibe! 

Also, I want to thank you for the oppurtunity to be a part ot this growing demonstration of your assets! :)

I just wanna say that I really appreciate what you are doing - great work!

(1 edit)

Hey team Sleipnir!
I tested your game for about 1h and had some good fun!
The tutorial explained some basics and then the action started. I like that you didn't overcomplicated the number of possible towers and the chests are a nice idea for some idle-work of the towers.
For me it seemed like the projectiles sometimes had some problems to connect to fast and single enemies. Also there was a "missed"-message sometimes. At the moment this feels like a double-handicap. Maybe you can tweak this a little bit or remove the evade-chance of enemies.

Before building something it would be neat to see different stats of towers and enemies. Maybe in some kind of unlockable encyclopedia. That's something not necessary but raises the accessibility and you could showcase your artwork even more! :D

Music was nice (I prefered the non-lyrics one - remindes me of the old times of KKND Crossfire) and the speaker gave me some nice dungeon keeper flashbacks. Good job done here!

I don't wanna spoil for others, so stop reading here if you wanna be surprised a little bit.
-----------------------------------------
The second level at first was a bit confusing because I didn't checked the page-pictures in detail to get a fresh first impression. The lack of ground gave me the first impressions the walls are the actual path. Maybe you can add an semi-transparent ground? Also I hoped to be able placing towers in the center to make the paths for enemies longer. Would be a nice addition for this map I think. But I don't know if a realtime pathfinder or a restricted building phase would be possible with the engine-performance.

It's clear your did your best to get most out of the engine. To me it started to become very laggy with around 100 enemies + ~30 towers (and fitting projectiles) on first map (so not all on screen). My specs are GTX1060(6GB), Ryzen 7 2700, 16GB DDR4 and played on SSD (what shouldn't matter in this case).

PS: I didn't understood how to get the multiplier working. :D

(1 edit)

This is a nice little project which acts as showcase for mapping examples and also as a little collector-minigame. I love the atmosphere of the first map and the city a lot.
Hopefully someday someone will make a really cool adventure game which makes use of all the available assets! :)