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ildede

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A member registered Sep 20, 2020 · View creator page →

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Love it! Good job  <3

Have you tried to remove completely the strings or to leave empty strings? (like ``, or ` `)

Because the undefined is usually a javascript way of saying "I'm looking for this, but it's not there". Using empty strings could "solve" the issue without modifying the code, I hope.

The idea is really cool!

But I found lots of undefined here and there :(

My compliments for the idea!

(1 edit)

Hi!

Being sure to always reach all the string in game, or test weird paths of the game, could be difficult.
Lots of command need to be inserted by hand, and, there is no copy-paste 😬

If you know how to play a little in the browser's console (or in the JS files): I'm happy to share with you something that you can use to magically type your commands, always in the same order...  without typing

Let's start with a function that let us simulate the typing of any given word.

function insert(input) {
  input.split('')
    .forEach((c, i) => {
      setTimeout(
        () => document.dispatchEvent(new KeyboardEvent('keydown', { keyCode: c.charCodeAt(0), key: c })),
        i * 4
      )
    });
  setTimeout(() => document.dispatchEvent(new KeyboardEvent('keydown', { keyCode: 13 })), input.length * 5);
 }

If you paste this function in the console, you can now use it like

insert("OPEN DOOR");
insert("TAKE THE BONE"):

Not so useful, as you need to type all instruction one by one (but at least you can copy-paste them  👀

Adding some more JS magic we can have a list of words to iterate with a simple function, and then, use only one command to "go to the next value".

function* inputsIterator(inputs) {
  let index = 0;
  while (index < inputs.length) {
    yield inputs[index];
    index++;
  }
}
const iterator = inputsIterator([
  "OPEN DOOR",
  "TAKE BONE"
]);

With all the above done you can write 

 insert(iterator.next().value);

in the console and the first time it will insert "OPEN DOOR", the second time "TAKE THE BONE".


Is it clear? Yes, No? Available for explanation in case.
PS: This does not work on itch.io, but only when you test locally.

(1 edit)

I think is never displayed.

It's overridden by a hardcoded part in AvventuraNelCastelloJSEngine.js


If you remove that line, magic!


Yes, you're right.
At the beginning, I've tested with a direct return :)

But it feels too quick (all the text appears instantly) if you want to implement it in the game ;)

(6 edits)

Hi there!

I found a simple way to quickly go through all the texts while playing/testing with few simple changes on CRT.js like this



For copy/paste people, the two added lines

document.addEventListener('keydown', (keyEvent) => { if (keyEvent.key === " ") this.printOptions.quickPrintDelay = true }, true);
document.addEventListener('keyup', (keyEvent) => { if (keyEvent.key === " ") this.printOptions.quickPrintDelay = false }, true);

And the one you need to modify

resolve => setTimeout(resolve, this.printOptions.quickPrintDelay ? 5 : ms)

How this should work?

Just keep the spacebar pressed when you want to speed up the text.

I totally (and better) understand, thank you for the explanation!

I can accept the contradiction, it was not a blocker to me ;)

Hi all,

I have a doubt, maybe stupid, about the licence (CC BY-NC-ND) present on the source files.

I was thinking about publishing my translation also on my GitHub profile.
The translation alone doesn't make so much sense to me, so I was thinking to have it along with the source code.

But seeing that "NoDerivatives" make me wonder if I can do it or not.

----

On top of that, there is also a sentence in the LocJam page that makes me think.

Can I do more?
Yes! If you have Javascript programming knowledge, you can tweak the code to take your entry to next level.

Maybe, I think that a licence like CC BY-NC-SA suits more what we are asked to do here. Because even if we're not sharing the source code, we are actually sharing a modified version of the provided game. (translations are generally considered adaptation, or derivate).

Sorry to be so picky,
It's just to understand.

Thanks for the link, I'll have a look!

About publishing the game here on itch.io I had some problems too... Something about relative path of the main.js.

I solved with a manual change on the builded index.html before uploading it here. Not the cleanest way, but "ok" for a jam I think.

(2 edits)

I have some problems too sometimes. =(
Often the little bear do not move, maybe because I'm moving  the mouse too fast, but I'm not sure.

But I find my way to the end in any case =)

I'm with @bloobyrd, I tried every single key on my keyboard to be sure that the gun didn't work :D

I'm not sure what I've just played :|

Collecting mana is actively giving me some bonus or something? Hitting other stuff?

Anyway it runs smoothly!

I was thinking about a game built with Angular or React or some other framework, so I can try them in a different way but I didn't find any idea.

A managerial style is definitely something that can be done in this way.

Ambitious goal for a single Jam =)

I hope to play some polished version of it. Just another weekend of work and it's done!

Good job!

I can plan for hours!


But I'm not sure what you intend with "from inside", windows and doors seems to be the same on each side...

I really like the concept, it's a pity that it's so short.
Do you think you will improve and extend the game?

Finally done!
I think it took me more than ten attempts =(

I love the music and the concept of light puzzle.

I was wondering if it made sense for Igor and Boff to have different "jumping skills". Maybe for more complex scenarios.

Thanks for the game!

Thanks SoupLion!

I hope that in future releases it will be more simple to control how to win.
But, trust me... there is "the trick", I can manage to win every single toss!

Hooray!
Lovely and well done =)