There are window controllers that exist for Java that you can use to achieve a similar effect. Java shouldn't be something that's limiting you.
Andy Bae
Creator of
Recent community posts
Actually, I used a proprietary language from GameMaker. Sorry I'm still not understanding your question though. Every object in a level exists and are never deactivated or anything like that. The window just acts as a camera/viewport of the level with a physics object attached. It's similar to a sidescrolling action game.
I'm a bit confused by your question so let me know if I answered to it, but the entire level and all objects always exist. Moving the window just changes your viewport/camera on the level. If I wanted, I guess I can deactivate objects that are a couple pixels out of camera view but I didn't really feel like there was any major performance issue where that was a necessary measure.
wow, what a really fascinating puzzle game! I started on normal and felt like I was never going to understand this game but after playing a few levels on easy, it was like my brain was rewired and able to see the solution in normal and hard. amazing work. (btw there's a bug with finishing a level on the same move as losing with the next level button)
Thanks for playing and the feedback!~ There is variable jump height but I scaled it back since the bouncy cats felt pretty bad the way I had it implemented (gravity as a higher value when the jump button isn't pressed) but I guess I should've fixed it properly. Definitely learned a lot while working on this. Glad you still enjoyed it, cheers
Came back and was popping off (survived 2 winters in one game) and second day after this error popped up ;[
Error
slug.lua:164: attempt to perform arithmetic on local 'previousForwardsShift' (a nil value)
Traceback
slug.lua:164: in function 'draw'
grid.lua:665: in function 'drawEnemies'
main.lua:790: in function 'drawGameplay'
main.lua:1785: in function 'draw'
[C]: in function 'xpcall'
Got 96! This is really fun and addicting, but I feel like there's quite a few bugs to fix like triangles getting stuck on walls and balls being reset for no reason. I also feel getting a highscore is very rng reliant since you have to just hope to get a ton of good upgrades all the time and I also felt cosmetic upgrades just felt the worst (even more than the downgrades) since there was no meaningful choice to be made and I felt it always just made the game look worse. Don't mean to criticize this game too much 😅 Thanks for making this, I genuinely had a good time playing~
This is my favorite game of the jam so far. The puzzles are so good and I love the dialogue although it does feel a bit long winded sometimes. I completed the first 7 levels only to be shocked that there were more worlds with more gameplay types, I'll definitely be coming back to this once I have more free time.
This is a really smart game and one of my favorite games of the jam. It's really challenging and forces you to think multiple steps ahead. I wish there were also health pickups (maybe a big fly on a more troublesome enemy?). I also feel this would be better suited towards playing with arrow keys, but that's just a preference since I don't want to be bothered with clicking all over the screen. Regardless, excellent work!~
Edit: Never have I been so sad (last day)
Thanks for giving it a play~ and sorry for the technical difficulties. I knew when I was pursuing this idea that it would be hard to accommodate all screen resolutions/scalings and it was one of the things I decided to sacrifice so I could properly focus on school work while working on this. Detailed resolution settings requirements were put on my itch page but I realize now that people can skip that page by downloading it here instead. I plan to fix level 2 to be easier after and adding resolution disclaimers within the game after ratings. Sorry for the frustrations and thank you for leaving a comment on them.