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skalt711

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A member registered 13 days ago · View creator page →

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Oh, yeah, speaking of recording framepacing, I was recording essentially an iGPU app (browser) with dGPU's encoder, and it seems like Windows spends a lot of CPU time copying composited window frames from RAM to VRAM. Linux on Wayland fares better since window frames can be DMA'ed by dGPU itself due to some PCI/PCIe specifics. Soooo maybe I should've used iGPU recorder instead lol.

Maybe recording would fare better if I locked browser to 60 FPS, had too many tabs to sscrifice my browser just for recording though.

So the standalone app is kinda important for us laptop users liking to record (^_^);; so that we use Game Capture from OBS, which directly captures the game's framebuffer.

Btw just wanted to say that crystal pickup sound is really loud (^_^);;

Incredibly high quality jam game for a shmup. 

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I don't know why you always get hurt at the second level. It's frustrating.
Edit: haven't rated yet, maybe I can figure out how to beat the second level

INSANELY creative powerup menu, like, woooooooow.

Anyways, if you scroll the page while the game is running, on the next time you launch the game without rebooting the page, the start screen gets duplicated and the game will essentially run doubled (except background, interface and menu ig).

Upon playing the game again in all cases, HP scaling isn't reset, so it stays at max during new game plus/second loop and all further sessions (again, until page reboot), but you retain skill points, so it makes for a different flow where early game is tedious, but mid game is ez.

No standalone version is a bit of a bummer since it means the recording has framepacing issues due to essentially 60 FPS game running in 165 FPS browser page due to my 165Hz screen.

Also, I had Flash nostalgia for some reason, been a while since I had fun playing browser games uwu

Insaaaaanely fun gameplay loop, like, it's hard to describe how fun it is lol

Cute

I wanted to reply an expanded reply, but my browser nuked it while I was busy in a uni pair. I forgor to backup reply ;-;

So, for the invincibility period feedback, I want to implement, so that you can move out of flying up anytime between 6 ticks (100 ms) after the start up until animation stops when you automatically take control of yourself. Possibly at any point after you get control back (or just between 6 ticks and only to near to when the animation finishes?), give 3-5 sec invincibility period while you flash or flicker. That'd be post-jam ver 0.0.3 (0.1 would be for completely finished first level), I don't use version control btw. The 6 ticks thing is so called "protection from dummy" (защита от дурака in Russian) so that you don't accidentally ram into terrain (if invincibility period not given) or you don't stop too low. Had more to say in expanded reply.

Also, it's rushed because I implemented lives at the last day of gamejam, so I panicked, stressed and (internally) cried, and had to ease myself by not bothering to implement limited lives and said invincibility period since I'm bad with timings due to skill issue at GMS2's event order.

Oh, yeah, about doing great on second run, currently enemies are cheesable by hugging to the right side aka pointblank. I'd like to make it more challenging without making enemy firerate too ridiculous, revenge bullets or just making it unfair/unfun I forgot what was this exact thing's name, it's a bit complicated.

So, one of the days after gamejam I worked on artificial slowdown on boss. Then I promised not to overscope and left the work as is, so I will work on boss animation since the boss moves too choppy rn.

I like giving frequent updates, though asking people for feedback takes time away from them, so I'd need to be careful.

Have to stop expanding due to math logic subject starting now, don't want browser to nuke reply draft, too lazy to back it up

I'd make the shmup longer, but I overscoped. At least I added the particle of enemy bullets colliding with terrain, so... WAIT DID I EVER FIX TERRAIN DYING DUE TO COLLIDING WITH THE PLAYER??? I think I did lol

*plot

Ngl I still have no idea of what Fairystep's should be, like, I have rough ideas around, but I'm bad at planning

Oh hey, Raymond finally made a new video about Project Feline

I probably should've resorted to the weight system of determining artificial slowdown, so that it would be possible to contribute to it from entities themselves, not from the controller 'cause uh, I wrote down 2 or 3 individual combos, which is already a pain to work with lol