Will do!
I don't think I'll get to it right away though, since I'm still on my first read through the book.
Lazarwolfe
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That's alright! I can look into it as time goes on; I'm by no means a master of both Markdown or Git, but I know a bit of both.
I'll check out the source and get to it!
Thanks a lot for compiling such a plentiful book though!
Edit: Just the other day I was wondering whether or not to pick up learning TeX, but it seems that the choice is a little bit more obvious now
Hi! I've been stuck in game development beginnerdom for a while, and I think this book is the perfect solution for exactly that problem!
I have a question though, is there any translation effort being made on this book? My native language is Spanish, and I would love to start assisting in that regard!
First of all, I love the app! It got me into the habit of writing daily after a long time of feeling like I just couldn't do it.
I think I found a bug though?
The app remembers its last position on shutdown, which normally is really handy, but I closed the app on my second monitor one day, and the next I got really confused since the app remembered its last position even though I was only using one monitor, leading it to be out of bounds from my screen! Had to lock a window to one of the sides of the screen to yank it out of there.
Keep up the good work!
Such a good job! And on a first submission to boot!
Really liked the game, unfortunately, my computer kept struggling at the downward elevator ride and it kept messing with Godot's input system, I couldn't climb down the platform.
Definitely gonna check the source code to see how the platforming was made, I loved the wall-clinging handling system.
I really liked the aesthetics overall!
I liked how the feeling of "leveling up" was emulated through the strength pick ups through the levels, whereas the first scorpion felt like a menace, by the last level I was handling enemies with ease.
One thing that I can point out --due to it being a pet peeve of mine-- is that if you keep the jump button pressed, the character will jump at the moment that it reaches the floor. Not really an actual flaw, but a nitpick, rather.
Thanks! Yeah, the movement is overly floaty and slide-y.
I got the music from one of Kenney's asset packs, very useful for jams!
Pretty great overall! I loved the jumping mechanic! With some polish this game could be ready to be released; I did get a bug where I fell onto the lava right after getting the battery and the dude would do a sick dance over the music in the tower.
The one detail I would point out about the movement is that the character moves a little too fast, making it difficult to judge the right moment to press the jump buttons.
I really liked the low res aesthetic of the game.
I think that I see the way that aiming is intended to work, however, having the player character blocking such a big portion of very relevant screen real estate made it extremely hard to aim at the enemies.
Maybe a couple of shaders that show both the outline of enemies once the player character is overlapping them from the viewport and a little dot signaling the crosshairs, or raising the camera enough so that we could see the contact point of the laser would make drastic improvements to the game.
Very strong audio-visual style, I love the watercolor-like texture that a lot of the objects in the world have; my main gripe with the game would be the way that the main character moves, to me it feels like its vertical movement is way too fast --even considering the propeller item you get at the start--, maybe the gravity was too high?