Explains the false advertising. These are about as far from being pixel art as you could possibly get.
Santtu "MFG38" Pesonen
Creator of
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Just beat World 3. Some feedback as to how the game could be improved:
- Increase the player's jump height ever so slightly. Some of the jumps in the later levels get annoyingly precise to the point of demanding literal pixel-perfect precision, which isn't particularly fun. A slight increase in the player's jump height would alleviate some of that.
- If a destructible wall hasn't been destroyed, have barrels respawn at their original location when they explode. This way, the player could try the shot again without having to reset the entire level.
- The above would also apply to the green things that let you shoot your spear onto metal walls, but I'm not sure how respawning them would work while ensuring they can't be abused.
Other than that, game's pretty fun. The music is a highlight for me. :)
Well, I did work on this alone. I'm not much of a pixel artist and even less of a voice actor, so I knew the end result with regards to the latter wasn't gonna be up to snuff, but I wanted to do it anyway. The interactable points are a good idea, chances are I'll add them in and put out an update.
I appreciate the feedback! c:
It doesn't as far as I'm aware. Like I said, it just struck me as slightly odd that I couldn't select the target path for the plugin where I've been able to do so for every other plugin I use. I generally make a "custom" folder on my drive where I install all my plugins - makes things more organized in a way - and if I can't select to install a plugin to that specific folder, I tend to wander around the filesystem looking for it. And wandering around the filesystem looking for a file is never ideal.
Anyway, played around with this for a bit. Certainly a fun little tool - I'm happy that there's finally a distortion plugin that makes me feel like Mick Gordon in a single package. Good work! c:
Adding any more colors to cycle through is practically impossible with the way I had to implement the one-button system so that it wouldn't break. What the Space bar is doing is essentially toggling a flag attached to the player, and the bullet collision logic is based upon whether that flag is on or off. It's more foolproof that way - trying to do the same with an integer value in Clickteam Fusion 2.5 is incredibly prone to breaking and a pain in the ass to work around. I appreciate the feedback, though. c:
I actually tried to implement a score counter, but I ran into problems where it didn't want to display in-game. It technically worked otherwise, but it just didn't show up in the game, even when I tweaked every setting I could and re-imported the graphics for it God knows how many times. So it unfortunately had to be scrapped.
Certainly an interesting concept. I like how the controls can be bound per session as well. I do have one question, though: is the game actually infinite or is there an ending point? I'd imagine there's a theoretical ending point somewhere, but it's such a high value that players will either quit or fail before ever reaching it.