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conniehedgehog

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A member registered Sep 11, 2020 · View creator page →

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title! if you use this with pixel based movement, it becomes somewhat inconsistent with how far on the next map your player needs to be, since the value is rounded down.

if you're going right or down, your player has to be all the way on the next map to trigger the camera to move. but if you're going left or up, the camera moves the second any of your player is on the next map.

i personally fixed it by changing the "mx=flr(p.x/16)*16" (and the y version) in update_map() to "mx=flr((p.x+p.w)/8/16)*16". /8 because pixel movement's x and y don't line up with the grid and the p.w (p.h for the y version) to fix this issue. it's still a little off, but i'm planning on hiding it with a smooth transition animation.

i guess not :( update me!

we tried this, but the zip won't unzip and it seems to be corrupted :(

super excited!!!

preferably windows!

check out the godot wiki page on handling multiple resolutions, it's super helpful

absolutely!! dev builds sound awesome

didn't work like that for us, we tried clicking save and reopening first and nothing loaded

been trying this out with my boyfriend and we've had a lot of general comments and features we'd like to see, glad we found this topic! here's a list of some:

  • numbers you can manually change instead of sliders for text size and layers would help a lot with consistency on a graph
  • the arrows are super confusing, they don't seem like arrows at all and they're super buggy with selects and such :( would be cool if they could be directly attached to cards
  • an option to not stretch images with the image card, or maybe a button to lock the aspect ratio to whatever the image's is
  • a way to edit text outside of the item settings, maybe by double clicking on the text or something
  • super small but being able to drag the item settings window would help with organization, could be resizable too
  • get back button should say something like center, or even be customizable to where it puts you
  • the drawing tool is overall really confusing, we never figured out the brushes(?) in particular

last thing, i would love to see this go open source!!! i'd love to contribute, and the spirit of godot is open source. you'd still be able to choose what code you actually want in the thing, so you'd be in control but i think it'd be easier to add so many features with that

we found out you have to export first, and then save saves to the export. we still think there really should be tooltips, maybe a manual somewhere, and that the save button could be disabled until you export? would solve confusion maybe

me and my boyfriend are loving this program so far, but we're a little confused on what the save button does. it doesn't seem to change anything, since you use the files from export for load? would love some tooltips on everything

i wanted to add coyote time but didn't have the time sadly :( thank you!!!

thanks man :) (i know this guy... he's silly... trust...)

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thank you!!! glad to hear i got the no thinking allowed part down :3

i really liked this game!! the superhot style text in the beginning was pretty cool and it definitely fits the theme. absolutely following this post jam

my best was 12.27, might be my favourite game in the jam so far :) fits the theme super well

super fun game and concept!! i liked the pixel interviewer vs the normal environment, and the voice acting made me giggle. the only "complaint" i could have is that the sensitivity was kind of high, everything else was awesome

i came up with interactions on a timer because if it's just movement, the player can spam a&d to think and that's no fun! not sure how i forgot the sfx & music but i only realized after i published LOL, thank you for the review :)

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JUST found the ending where benrey quotes the nightlight questions and oughhh that hits hard

this was awesome!!! haven't seen the ending yet but i really really like it, the technically kind of real c++ code with the comments was really silly and the character writing was super accurate

super fun little game :)

only for the paid version, you can get it here or steam

started lagging really bad in the web build, but i like the concept! maybe a windows and linux build would be awesome

thank you!!! glad you enjoyed :) <3

this fucking rocks... page 12 is still real as hell

i tried both in and out of fullscreen, stayed about the same

i got to 104 before i gave up because of wrist pain, but it's pretty fun :)

absolutely my favourite game of this jam so far!!! it captures the energy of a good bullet hell boss rush, where you get to memorize attacks and die to succeed. the controls feel great, the bosses are fun, visuals are decent, big fan!

the concept of the game was really interesting, but the resolution was completely broken for me and the music got a little annoying after about a few seconds. i'm definitely going to grab this one when it comes out on the playstore, it seems really fun :)

i got a hundred straightness but zero slant, so it gave me no points :( still fun though!!!

this was beautiful :)

loving the game!!! the base mechanic is really fun, and i'm absolutely planning on making some levels. the only problems i have, which is kind of a big one, is the lack of feedback and readability. on the cowboy level, i can't tell if i'm being hit by a miss of the timed circle click things(?) or the mines. i also can't really see the mines, because everything else in the level is black. on the last purple-ish level, the shaking screen make it almost impossible to tell what's going on. everything else is amazing, the mapping is INSANELY good and it feels absolutely awesome. all of the effects are super cool looking. it's just those two problems that make it super hard to play

like some other people mentioned, i'd love some accessability features, but this is a demo so i didn't expect any. some auto clicks for the notes you have to click or sides to normal notes would be some nice ones

my friend and i were JUST talking about marble hornets rpgmaker games, and how the eras lined up so well but we've never seen one. until now! so excited to play this

this game rocks!! i love the artstyle and i love crabbit's design. for someone who said they're not really a writer in the devlog, i did really like the writing! had a great balance of silly things and humour for a little game like this. hard to say much without spoiling people, but i love what you did with the saves ;) absolutely buying your steam game after this

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having issues figuring out how to sleep, and sometimes i have to restart the entire game because it won't let me change polarity and frequency, but otherwise this game is pretty cool

i will find you

excited to play this when the new gameclam comes out