Works way better than my https://nerdygentleman.itch.io/tet9 experiment (which did a similar thing... just worse).
Yours is tough and weird, but it feels good for what it is.
Works way better than my https://nerdygentleman.itch.io/tet9 experiment (which did a similar thing... just worse).
Yours is tough and weird, but it feels good for what it is.
Heya friends -
As we know, this game is still in development, and being refined. As such, I'm looking for more people to play with (or to play themselves).
To play with me, you'll need Tabletop Simulator, and probably a Microphone.
If you're keen on joining me for some playtests, let me know here or by email (address is in the rulebook) and I'll figure out how to communicate with you.
Lachlan
This is a space for us to report how playtests went, and then have any discussion from those.
If you let me know how your game went - could you please include the version you played and how many players played.
I'm also keen on feedback of particularly:
If anybody is googling for this later:
<style>
html, body
{
height: 100%;
margin: 0;
}
body
{
display: flex;
display: -webkit-flex;
-webkit-justify-content: center;
justify-content: center;
-webkit-align-items: center;
align-items: center;
}
canvas
{
display: block;
outline: none;
height: 100%;
max-height: 133.333vw;
width: 100%;
max-width: 75vh;
}
</style>
worked well for my use case
Heya -
I've done lots of gamedev before, but am giving a try to some HTML5 stuff. I'm having issues writing CSS on my index.html to resize my canvas to the correct size. I've tried:
```
canvas { width: 100%; height: 100%}
```
which leads to perfect results on the page, goes oversize on fullscreen and I've tried:
```
<style>
canvas, html, body {
margin: 0;
padding: 0;
}
canvas {
max-width: 100vw;
max-height: 100vh;
position: absolute;
}
@media (min-width: 75vh)
{
canvas {
width: 75vh; /* (720 / 960) * 100*/
height: 100vh;
left: 50%;
transform: translateX(-50%)
}
}
@media (max-width: 75vh)
{
canvas {
width: 100vw;
height: 133.333vw; /* (960 / 720) * 100 */
display: flex;
top: 50%;
transform: translateY(-50%)
}
}
</style>
```
which leads to perfect results on fullscreen, but pushes the canvas out of the container as the vw is from the page, not the inside of the iframe (I think).
I've tried using ```:fullscreen canvas``` and ```canvas:fullscreen` as well.
Has anybody got any good css template they can share? I know I want it to be 720x960 on the page, or in the center of the screen, resized keeping aspect ratio if fullscreen.
I beat it! There's a video up on https://youtu.be/Kl2Z3sKz0-w if you're interested
Heya -
I gave your game a blind playthrough and put it up on https://www.youtube.com/watch?v=L3WzFYcsjn.
Really great effort.
L.
Sorry - exception starting game:
* Yikes!(Human, Cloaked Dancer) *
Unhandled Exception: System.NullReferenceException: Object reference not set to an instance of an object.
at RLGame.PlayerStatsPanel.Draw() in D:\Workspace\C#\RLGame18\GameFiles\Panel\PlayerStatsPanel.cs:line 28
at RLGame.RLGame2018.Draw() in D:\Workspace\C#\RLGame18\GameFiles\7DRL18.cs:line 434
at RLGame.RLGame2018.Game() in D:\Workspace\C#\RLGame18\GameFiles\7DRL18.cs:line 127
at RLGame.RLGame2018Launcher.Main(String[] args) in D:\Workspace\C#\RLGame18\GameFiles\7DRL18.cs:line 685
Thank you! I agree entirely. I didn't even consider the idea of colour.
I wanted visual and audio response to both - but I didn't get time. I'm hoping to add it in to the 'enhanced' edition over the next couple of weeks. I also really wanted bloopy noises, but again - time.
I like the idea of a screen shake. I think I want to combine it with a bit of goo or something when your Jelly is attacked - as I don't think it's really clear enough yet.
Wish I knew what was up with the generator. I didn't roll my own for this one. I think I'll have a look into a workaround.
Thanks again for your feedback, and for playing!
- L -