Gotta fire ‘em all!
jhanson
Creator of
Recent community posts
I can't speak for the other person, but personally I don't view it as cheating. The rules for this jam allow for games to go over the time limit - you just lose points on the "made in 3 hours" category. Cheating would be if you spent 20 hours on it and said you spent 3. Or if you claimed the assets were yours and they weren't.
Heck, mine went into overtime a bit this time too. It happens. There are some where I would have placed higher if I hit the 3 hour goal. Sometimes an idea just takes a little longer to come to fruition. Sometimes the resulting learning is worth it.
Thanks! I'm an old-school gamer and am having some fun experimenting with different styles here with the jams. I had never tried a 4-color aesthetic like that before, but I like it. I spent too much time on the style to put much meat in the game, but I could totally see myself making a longer game in this style (with actual options and choices).
Thanks! Yeah, if I had more time I would have done a tutorial level to show how the win condition works. But I think I had about 20-25 minutes left and only two levels, so I just did what I could to crank out something people could play and hoped for the best. :)
Glad to hear you like the audio. I was trying to improve on that since it was my lowest rating in all my other Trijam entries. I found two "splat" sounds I really liked and play them at different pitches and volumes. One splat for horizontal collisions, and the other for vertical. I change the volume based on the size of the blob - bigger blobs make louder splats. I wanted to increase the volume based on the speed at which they hit the wall or ground, but found that to be too complicated for the time allotted (at least for me). The pitch is random just to give it some variety.
Thanks!
Regarding the win conditions, I would have loved to have put a tutorial in there to make it more obvious but just didn't have the time. I tried to sort of demonstrate it at the beginning by having that exploding block immediately slide down the slope and move the tall blue block off the pressure plate. That was my "Oh crap, I have 2 minutes left" attempt at a tutorial. Haha.
As for the slime, the game is made with GameMaker Studio 2. There are some built-in soft-body physics that I'm taking advantage of. In that, I set the slime up with the following flags:
slimeflags = phy_particle_flag_spring | phy_particle_flag_viscous | phy_particle_flag_water;
That combo of flags makes particles that are bouncy, tend to stick together (and a little bit to other things), and flow like water respectively.
When I fire the gun, I make a group of particles like this:
physics_particle_group_begin(slimeflags, phy_particle_group_flag_solid, _x, _y, random(359), lengthdir_x(o_gun.gpower,o_gun.image_angle), lengthdir_y(o_gun.gpower,o_gun.image_angle), 0, c_white, 1, 0.5, 2);
physics_particle_group_polygon();
repeat (irandom_range(3,8)) {
physics_particle_group_add_point(irandom_range(-2,2)*15, irandom_range(-2,2)*15);
}
blob = physics_particle_group_end();
So what I'm doing is creating a polygon that has between 3 and 8 corners centered around the tip of the gun (at _x, _y) , at a random angle, with a velocity based on a variable called gpower that I have as part of the o_gun object. The 0.5 that you see in the physics_particle_group_begins line is the strength of the bond between the slime particles. If it was a 1 it would stick together and be relatively hard. 0 would pretty much break apart on impact. I picked 0.5 because it made it pretty stretchy but little bits can still break off occasionally.
It's not shown here, but I also run a check to make sure there are enough particles of slime so that they come out a relatively consistent size.