Deadeus is a GB game, not a GBA game. Perhaps the other emulators you tried are GBA-only?
eishiya
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Would having a background consisting of a cross-section of a building and panning between different rooms count as "effectively changing scenes"? Would it make a difference if the rooms are shown in a way that emphasises the cross-section nature of the art, e.g. always showing a bit of the other rooms?
I was thinking of setting a story in a small tower where it's one room per floor linked by a spiral staircase, and panning up/down through the rooms. I'm guessing that if the rooms were united in purpose (e.g. all just part of a big machine powering whatever's in the final room) it might be fine, but in my case, the rooms have differing though related purposes (e.g. a bedroom, a parts room) and thus probably count as different scenes?
And about sprites: If a character adjusts their clothing, e.g. fixing their collar, would that be too much? This would require three images: 1. neutral pose, collar messed up, 2. one hand moved, 3. neutral pose, collar fixed.
Edit: And yet another question: There's no mention of fonts in the rules. Since UI elements are unlimited, does this mean I can e.g. have different characters speak in different fonts?
It's something we discussed at launch and opted not to do, sorry. Itch offers no way to automatically split the income between the three developers, so making the game completely free simplifies my accounting and avoids the need to send money between us.
I'm honoured that you'd want to pay us! If you're particularly eager to send us money, our various Ko-Fi and shop links are listed on DWC's page. But really, the best way to support DWC is to share it with friends :D
Using tinted layers, one could get a lot of mileage out of just a white version of these tiles, with all the texture variants - users could set their own colours to their taste, even if the resulting colours wouldn't be quite as dynamic (less hue variation). Is a set of tintable tiles something you might provide eventually?
I played the version on IndieGala and I'm intrigued by the lore, and I enjoy the concept of the gameplay. However, I find it difficult to stick with the game, because the interface for the most frequent action in the game - decrypting individual characters - is so tedious. You have to click through all the characters until you get the one you're looking for, and I haven't found any alternative. I'd love to be able to select letters by clicking on them in a table showing all the letters, or perhaps to be able to type them in.
It's not something I'm likely to get to any time soon.
However! You can try building it yourself, as the source code and all assets are available. It is a GBS 2.0 project so it won't work in GBS 3.0 for easy Pocket export, but you could try to put it into the version of GBS 2.0 modified to export to Pocket instead of GB, and that will hopefully work.
What do you mean by "activate the standard set"? Your tiles are definitely usable with Automapping in Tiled. However, those tiles are probably also useable as a Mixed Terrain Set using the Terrain Brush, which is probably going to be easier to set up than Automapping.
You can probably get better help on the Tiled forum or the Tiled Discord, by the way. Both are linked from Tiled's website.
A very common reason for Automapping to not work is that the layers in your rules are named to expect one layer name, but your working map has a different layer name. For example, if your rules have "input_Ground", then the layer your inputs are drawn on needs to be called "Ground", but many beginners forget to name their layers and will have something like "Tile Layer 1". Could that be the issue for you?
The tiles in this tileset are positioned irregularly, so it is not possible to use this tileset in many tilemap editors without editing the image first ):
I was able to load the original tileset image in its presumably intended form in Tiled, but it required manually defining where each tile is, since they're not on a uniform grid. Once that hassle is over with though, the tiles work quite well on a 48x24 isometric grid!
I did notice some weirdness when making non-stepped turns though - you can't always get a nice light line between tiles in corners, you have to choose between no line or a thick dark line. In the screenshot above, I went with no line.
In Tiled, to create the stair-stepped effect like in the mock-up without creating a load of layers or Objects, one would need to make three versions of the tileset: One with 0 vertical drawing offset, one with +8, and one with +16. Works nicely this way though, and allows keeping the tiles all in one layer.
Thanks for sharing this tileset :D Although I don't have any plans for it, I had fun playing with it, at least after I managed to load it as an actual tileset xP
These tiles would probably look amazing with a little programmatic bounce/displacement when the player is on them.
Thank you! I think this stuff is good to include in devlogs like this - as you said, some people want to read before they download, even when the download is small and simple.
I haven't used NEXXT at all yet because I don't do any NES work (hopefully one day!), but I'm keeping an eye on development and maybe stealing some ideas for other tools ;D
Was on my way to report another bug when I saw your reply :] Sometimes, Retry makes me start with damage and velocity from enemies that were near my ship when I died in the previous run.
Particles are a hell of a thing xP I hope the fix won't be too annoying for you.
Is the immortality an actual bug? I thought it was perhaps just a consequence of stacking shields and regen. Either way, something to fix if possible. Speaking of shields and regen, it would be handy to see a list of current upgrades or stats on the level-up screen, to make it easier to gauge which upgrade would be most beneficial. After a few level-ups, it gets hard to keep track of how many of each you have. Perhaps the level-up cards could list how many you have of that upgrade already, that would avoid the clutter of a full list.
This game scratches the Vampire Survivors and Seraph's Last Stand itch :D Feels surprisingly polished for a ~3-day jam game. I'll definitely be playing more of this.
Unfortunately, I've attained immortality, so I can't die to submit my score, and this far in, the game lags so much that I basically only get a frame rate when I level up, during upgrade selection. Between level-ups I just get a frozen screen. This kind of lag can be remedied by limiting how many fixed-step updates you do per "frame", and if there's still time left in the accumulator after that, zero it out. This'll have the effect of slowing the game down when it can't keep up, but I think that's better than runaway lag. I noticed my browser's memory usage shot up from ~1GB to 8+GB as well, so there may also be a memory leak, or perhaps the game is just running so many updates that garbage collection can't keep up.
I think the main source of the lag might be the particles associated with Arson and Flamethrower, but what it's worth.
A minor cosmetic issue I noticed is that the timer can only fit 4 digits before it gets a scrollbar xP An even more minor issue is that in full screen, the game stretches to fit the screen, even if that messes up its aspect ratio. Black bars would probably look nicer.
I hope you'll work on this game after the jam! With a little more polish, I think it'll be great. Aside from the lag (some of which I imagine is inevitable) and missing weapon upgrade descriptions, an options menu where the music and sound volume can be controlled would be handy. An option to use simplified particles might also help with lag.
Nope, looks like you ran into a bug! I thought I added protections against invalid inputs like that, but it's possible I missed some of the battles. Restarting the game and reloading your save should get the game back to normal, though you may need to redo the fight, depending on where exactly it glitched.
Ah, it looks like all the white bits are black for you, except "options". Here's what it looks like for me, perhaps the various buttons are still clickable?
It's very odd that its showing strangely for you. Do you have some user styles that could be overriding the styles? The game is really just some HTML, so its styling may be overridden by other styling. The white text everywhere is coloured by the same style though, so it's very odd that "options" still displays correctly. Have you tried Inspecting the various elements to see whether they exist, and if they do, where the black colour is coming from?
Yes. Working in a variety of styles and mimicking pre-established styles is a very useful, but underappreciated, skill as a game artist. Some artists have more aptitude for it than others, but like any other art skill, it's something one can learn through careful practice.
While, as skylarkblue1 said, art directors aim to have each artist fill a role according to their strengths without the need for mimicry, it's also not uncommon for games, especially 2D games, to have their look driven by one artist early on, and to require more artists to continue in that style because the original artist can't complete the work quickly enough or has left. While mimicry is rarely perfect, a skilled artist can get close enough that players won't even suspect that multiple artists were involved. This kind of mimicry is probably involved in more games than you might think, especially among visual novels and portrait-heavy RPGs.
I don't know when it'll be as I've not been doing any GB dev since the GBcompo ended, but when I do get GBS 3.0, exporting a .pocket version of this game will probably be the first thing I do :D
I'm surprised the Pocket doesn't let you play GB roms even though it lets you play GB carts. I guess it's to discourage piracy?
What do you mean by a ".zipo version"? If you mean a stand-alone version that has an emulator built in, I don't think we'll do that, as I'm not familiar enough with pack-in emulators, how well they work, what the controls are like, etc.
If you want to play this game offline, please download a GB emulator of your choice (on Windows, I recommend BGB) and use that with the downloadable .gb ROM file. It'll play way better than it does in a browser, and you can pick an emulator you like rather than being restricted to whatever I'd pack in, and be able to customize your experience as you like :]
Seconding that "Cogitations" is a great name for a puzzle game with these cog mechanics.
I'd love to read about your puzzle design process when you do get to it!
Playing with the prototype reminded me of Zachtronics games, and I think a game in that vein, with these mechanics designed around building machines that accomplish specific real-world(-ish) tasks given a specific set of pieces, would be very interesting. I think the limitations that Zachtronics games tend to set are also informative: everything is on a grid (usually a hex grid), and those pieces that can change size only do so in a small range and in increments that correspond to this grid. This limitation should allow the cogs' teeth to match up, since there would only be a small number of cog sizes and relative positions possible. Early in a Zachtronics game, you start with only a few pieces available with which to solve each puzzle, but as you progress, you earn new pieces required for solutions. You can go back to early puzzles and build potentially smaller (spatially), simpler (fewer pieces), or faster solutions using these new pieces. The games keep track of the complexity of your solutions along several axes and let you save your solutions for each puzzle, encouraging you to try different approaches. For the final few puzzles, you have every piece available and have to show a full understanding of their interactions to solve them.