I could technically add rumble support in the course of a few minutes for rumble carts, but it wouldn't be very fine-tuned.
evanbowman
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Hi! Thank you for your nice comment! I can work on supporting cartridge rumble, I already know why it doesn't work. In mGBA and the miyoo mini, the rumble does work, as you noted, because Skyland supports GameCube controller rumble when played on a gameboy player attachment for the GC, which mgba emulates.
Unfortunately I don't have an EZ-Flash cartridge, although I do have an insideGadgets rumble cart. It takes forever to flash code to it, which is the main reason I haven't added support for it yet -- my method of working on projects usually involves making small incremental tweaks until I like the result, and it takes 10 minutes to flash this cartridge, which kills my motivation to do it :) I will put it on the todo list! To be honest, the existing rumble support could use some more work. A couple of years ago, when I first added rumble support, I just made the controller rumble whenever the screen shakes visually in the game, but I could work out something much nicer feeling if I find some time to do it.
Hi! Interesting idea, I'm always happy to consider suggestions for improvements! So in this concept, after finishing the game, you could go back and continue exploring? That could be doable.
As for remakes: the game's license allows the code to be reused for non-commercial purposes. The artwork is not allowed to be used, but I would probably allow it for non-commercial projects.
If you wanted to use any existing code, the easiest way would be to implement the game's Platform class for the desired target platform https://github.com/evanbowman/skyland-beta/tree/master/source/platform. There is a folder containing the GBA implementation, and other folders containing other incomplete implementations of device/OS-specific code.
Feel free to let me know if you have any additional suggestions in the future! I will consider the postgame exploration idea and work on it when I have some time.
I can work on changing this, the reason I haven’t fixed it already is that changing the logic would also make enemy missiles that land at the same time do even more damage, making the game harder for the player.
When selecting a weapon target for a weapon group, there’s a barrage mode that you can enable by tapping the right shoulder button, causing the weapons to fire one after another. I’ll play around with the 100ms spacing idea as well!
Thank you! I'll think about ways to add more groups!
Speaking of a homing weapon, I actually do have a prototype for that lying around. I just have to think about how to add it without affecting the balance of the game too much, it could be overpowered. Maybe a knight cannon like you're suggesting would be easier to fit into the game!
About the shop soft lock: I will fix the shop to prevent this from happening, perhaps by giving the player extra terrain if there's no space. The "choose place" selection still lets you access the salvage menu, so you can remove blocks with the B button, although I admit that this isn't obvious.
Great job winning! The hard difficulty has a more challenging version of the final boss.
Thank you! I was able to recover some data from the save file, but unfortunately, I have not been able to reproduce the issue exactly. I am sorry about the bug and I will look into it more when I find some free time! Thank you for letting me know about the issue, I try to fix all issues with the game wherever possible.
Ah yeah, I need to block off the top left of the map until I can figure out how the original game calculates room entrances and exits. Basically the gamemaker source code for the original puts the whole map in one giant room, and I'm still trying to reverse engineer how some of the view transitions work. Thanks for letting me know!
If you get stuck in the top corner, I think you should still be able to hold A+B to warp out
Thank you! There's actually a new version with lots of updates, available here: https://skylandgame.io/beta/