McKraken
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A member registered Jun 06, 2020
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Hey, I've been using your GMRoomPack thing for a while now. For a new game I'm working on, I've decided to use your extension to handle the UI system of the game.
The UI is divided into multiple objects that are drawn on their own layer. They're put in prefabricated rooms that are loaded into the game upon called.
Works great, until you move the camera, and the UI doesn't exactly move with it.
I've seen the example for prefab UI in the itch page, and I'm wondering how you managed to get it to work. Do you have an example of that project or how the UI works in it?
Edit: Some more details.
The UI use the regular draw event (not Draw GUI). I've tried using Draw GUI as an alternative, which does make the UI move with the camera, but doesn't exactly scale with it.
Sonic the Hedgehog: Labyrinth Leakage jam comments · Posted in Sonic the Hedgehog: Labyrinth Leakage jam comments
The Legend of Zelda: Eternal Rain jam comments · Posted in The Legend of Zelda: Eternal Rain jam comments
The visual effects are obviously the main highlight of this game. In fact it's really well-polished for a game jam. No bugs or glitches in sight.
The only issue is that there is really no replay value or actual challenge to the game. It's easy to block every pipe the moment water comes out of it, and if you keep that pattern going, you'll almost always end up with a score around 1000, taking away the replay value.
I did enjoy the game while it did last, though. Combos and more difficulty would've made the game more interesting.
My main issue with the game is how slow it is in general. Not only does the character move quite slowly, but the cutscenes and text boxes are also very slow. The character also really loves to clip out of bounds, especially near corners, and the game has a huge lag spike when the music loops. This is probably because this game uses a very old engine from 1998.
Aside from all that, the story concept, and how it is supposed to be an alternate story from Yoshi's Island, is quite clever, and I'd really love to see more of Wick if the engine can be updated to a newer, different one. The idea of burst flight by holding down to build up power, and using that power to fly while in mid-air is quite fun to control, even if the controls can be very complicated during the first few minutes.
Overall, the gameplay is very slow, and boring to have some fun with, but the idea is quite great, and could be executed quite well in a potential sequel!
The Legend of Zelda: Eternal Rain jam comments · Replied to Flarewire in The Legend of Zelda: Eternal Rain jam comments