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mirkohd

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A member registered 64 days ago · View creator page →

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I like it, fun to play and good sound and physics.  Thanks for posting those links to the game art, the background looks nice!, I was wondering how it was made.

Ah, good to know, I initially I wanted to drastically change the physical properties of each prop but it was impossible to win. I'm glad you like my programmer art (I don't!).

The bar increases faster depending on the number of juggling props in action, the goal of the game is to fill the bar, I did not tweak the score mechanic enough to get a more intuitive feel. I like your idea of an angle selector, maybe for  a special move or a more difficult mode, since  I would have to reduce the  current gravity value.

The source should be in in the download page.

It is probably an issue on my part, I'm using version 30.0.50 .It did work after  evaluating init.el and then pendulum.el. 

 I did not understood the mechanics of the game but it is cool that you can program something like this in emacs. 

Thanks. I originally intended to create a more realistic juggling animation, and the juggling mechanic to be just pressing a button at the right time, but in the end  a poor  animation with simpler mechanics seemed to work best( a happy accident I guess).

I considered drawing the hands, but knew I would not have time to animate them. I will probably add them later, there is a list of things that i would like to add, and learn a bit more of Hoot in the process.

Incredible game!. Creative levels, and the ominous music makes  you want to finish them.

Nice looking game and the music is so good!. Only issue I had was that the camera sometimes moved away from the player.

I'm unable to play this game, maybe a specific version of emacs is required.

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I'm unable to play this game because of the following error.

Passing a string as a type-name to make-record-type is deprecated.

Also there is a typo in the manifest,  in the ncurses library.

This is a fantastic way to combine games with the programming experience . I would suggest the addition of a few structural editing commands (I personally use only a few but  it makes lisp programming a really enjoyable), and also  a run command, to keep the flow of the game going. I feel that this is a kind of game that can work well with very few (programming like) languages.

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Thanks. After the jam I realize now that I totally underestimated how time consuming creating art and sound is (which is why I ended with no sound and the cartoony style). And I expected to finish with coding much sooner, my original simple design was harder to implement than expected.  Anyway I'm hyped for the next jam.

Also, Hoot is fantastic, this was a great opportunity to learn about it. I will definitely use it ( if not for a more fully developed game)  for making some tools or for web development.

I like the funny names (autogenerated?) and the look of the text and boxes. The movement between the menus is clumsy but I guess this is a shortcoming in most turn based rpgs. Maybe a key could be use to speed up the 'advance to next day' action.   

Also, I did not manage to play the linux version(missing glfw error)  but the windows version runs fine using wine.

Yes, I had a list of things to add but I barely managed to finish before the deadline (this is my first game jam) . I will add better sound effects and descriptive text. Thanks for the feedback!.

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Thanks!. That worked, replacing (scheme base) with (hoot records) and removing the  3rd parameter of the record fields (hoot records uses only two apparently).

The parent property appears in the guile hoot documentation. And it is in the the guile hoot records.scm file.

So I guess that I'm using the wrong definition, I will try to import the proper definition.  I already tried (hoot records) to no success. 

I'm trying to use the record #:parent property to refactor some code. I'm unable to use the parent property of a record, what is the proper usage of this property?

(define-record-type <particle>
  (make-particle)
  particle?
;; omitted)
(define-record-type <prop>   
#:parent <particle>
(make-prop) 
prop?
;; omitted)

A juggler game. I'm still working on the physics code. I intend to upgrade the placeholder graphics with sprites during the  weekend.

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Please, I need some help with this,  to get a better guile hoot understanding.  

I'm trying to create a toggle full-screen  command.

(define-foreign full-screen-element
  "document" "fullscreenElement"
  (ref extern) ->   (ref null extern) )

I already have the full-screen and exit full-screen commands. But the command required for testing is giving me some trouble.

The function returns either null or the element, I expected that the null value would be considered as false in scheme but it is not the case.  I'm supposed to cast these values ? test for the string "null" ? or is my usage of define-foreign wrong?

Edited: I found out about the external-null?  and external-non-null? this work for the mentioned example but I'm still confused about the general approach for define-foreign.  Extra care is needed for those functions in scheme code?