got it, thanks a bunch :)
itaisinger
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hey. ive been getting this error lately, its been going on for a few weeks and i havent been able to find a fix:
Starting up... (protocol version: 106; compiled at Dec 15, 2022) Loading `D:/projects/gamemaker/haremon repository/haremon/haremon.yyp`... Error: Invalid char 125 at position 208 Called from C:\HaxeToolkit\haxe\std/haxe/format/JsonParser.hx line 318 Called from C:\HaxeToolkit\haxe\std/haxe/format/JsonParser.hx line 85 Called from C:\HaxeToolkit\haxe\std/haxe/format/JsonParser.hx line 117 Called from C:\HaxeToolkit\haxe\std/haxe/format/JsonParser.hx line 90 Called from C:\HaxeToolkit\haxe\std/haxe/format/JsonParser.hx line 57 Called from live/server/GmlLiveData.hx line 251 Called from live/server/GmlLiveData.hx line 373 Called from live/server/GmlLiveData.hx line 384 Called from live/server/GmlLiveServer.hx line 321 Called from live/server/GmlLiveServer.hx line 409 Press any key to exit!
its been working pretty solidly for just over a year at this point since i got it, only noteable thing is that usually the normal server didnt work so i used the gmlive-server-alt.exe.
marked as a bug even though it probably more of a issue on my end, sorry if its inappropriate.
Hey rittz. I purchased this game and played it on steam. I left a review there but thought I'll leave here a more detailed review more focused on the (very few) things I didn't like. Mainly becuase I really, really like your stuff and would love to see it improved even more.
I first played your stratospear and liked it a ton, so much that it made me check out every one of your other projects on itch and I also sent you a message on twitter regarding its development, and since decided that i'll give unreal engine a go after I finish my current project in gamemaker.
when I saw that you finally published a full game, that is niether a game jam, a demo or a prototype, I was thrilled. It's honestly everything I would have excpected and hoped to see, maybe minus stratospear's combat but it just wasn't a focus here so that's cool.
the only "big" aspect I think could use improvement is the world design, and spesifically, making the levels easier to navigate and understand. I'm not talking about making the platforming challenges more clear, I'm talking about each world's layout being usually very hard to grasp.
It started bothering me esp after the early game, when suddenly a lot of places opened up to me (though it existed from the start, I couldn't draw a map of the first world) and I got over it in the lategame, where i went circles around and around the levels until learned them either passively or actively in order to find the keys.
The outdoor castle map was the easier for me to get around and thus one of my favourites, I think making more outdoor maps could instantly improve upon this aspect. Another thing that helped me is that in the keep, in one of the crossroad maps there was a bush, indicating that that door leads to the dark map. more of these would def be appriciated.
while writing this review i searched some stuff online and noticed that you actually published the game on steam quite a while before on Itch. I follow you here so I was informed when you published the game here and thought that its brand new, but now seeing how ppl made guides for the maps and mapped them out visually I kind of feel like I just rumble on some part of the game I sucked at too much to enjoy, dunno.
anyway, i liked the game a ton, would definately come back to play your next projects. take care.
well yea but theres no way a player has any idea what the parry is and how to effectively perform it at that point, it is literally not mentioned. I knew about it bc i read through the entire manual when i got stuck.
you dont need to balance the first boss to be hard on subsequent playthroughs. if anything, you should design him to be a pushover when you are more fluent with the mechanics.
since many other aspects of your game where awesome (mainly the presentation, visuals sound and such), i would suggest next time to try getting into playtesting, it really does help a ton.
I Dont think we'll be publishing a blog, as i made it with two random fellows i met locally, but if you're interested you can just look at the code, the git repository is public:
https://github.com/itaisinger/GMTK23Bowling
Here we are looking at the BallSpawnerScript.cs, specifically the levelUp function. Level is a int variable that increases each time you call this function. I made the ball spawning be random using a bunch of variable as the range in which it can be random, speed range angle range etc. The switch statement is what ties it all together.
The game manager calls this function every 10 seconds, which makes it increase the variables, and tweaking these lines i can basically create "levels", also downtimes and such.
also regarding layering the mechanics - I actually made a cool invisible "levels" system that progress you every 10 seconds into a different spawn pool, each with different stats and enemies. It's a rather basic thing but I'm pretty proud I could manage it in the short time frame and used it to create the basic tutorial and the rising diffaculty work, so thanks :)