Updated the build, i-frames should help you now
skalt711
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счёт 200900. Для шмапа с таким коротким кругом хотелось бы больше разнообразия в плане механик, большего разнообразия в поведении противников и более выраженной анимации объектов на экране. Также усложнение останавливается примерно на 50к и для моего скилла, игра после этой точки всё равно является слишком легкой, поэтому хотелось бы усложнения атак противников
So, yeah, coding took me way more time than I wanted to lol, but I still worked on subtler details because I hoped that I'll wing level design later on. Didn't manage to rush it in because of lack of coding skill, so I left it in uncompleted state. waaaaaaaaaaaaaaa T_T
I'm surprised that I coded so much as a newbie. I don't know if I could patch up level design if I were a better coder 🥹
I ignored poor balance because I really wanted to showcase time-based dynamic difficulty to the point of gambling on it, and worked on boss instead of Anna i-frames. Predictably backfired on me LOL
Edit: thank yu :3
Yeah, I got picked at for unusual hitbox (^_^);; and lack of i-frames due to rushed, but hitbox is intentional
I think that I could finish the game in time if I didn't burn out at the second week 'cause I needed time to figure out how to generate enemy patterns
As for overall enemy behaviour, it's inspired from some Gradius games, which tend to have really good gameplay! Don't ask me what I could as "good" though :CB_shrug:
1) Yeah, I think I kept non-center hitbox because I wanted to visit the idea of bullets not aiming straight at your hitbox, but ultimately forgot about the idea because skaltmoment and because I put the sprite center at necklace's crystal for my own programming comfort and never revisited the idea again. Hopefully I won't forget this time :peko:
2) I'll do a toggle between faster and slower focused movement on title screen or (not implemented) service mode, I didn't do an intermediate value (aka non-integer straight movement) because I explicitly work in 320x240 resolution with some entities rounding up from floating point to integer, so I wanted integer for smoother movement. (Edit: are you okay eith non-integer *visual* movement even if it won't look smooth?)
1) What was the first thought when you guessed where could the hitbox be? Did you have a place in mind or you really couldn't guess it?
I considered hinting at it with grazing (Lunar Bunny Invasion does it!), not sure why I didn't proceed with it, like, the code isn't too complicated since I could reuse the same logic from rocket splash damage, but just check if there's just one nearby enemy's hitbox inside the range (or terrain), that *probably* won't help against super fast bullets, but still.
2) So that shooting with two shots at the once won't become a chore in movement. The idea really is to give a little penalty for maximum firepower to force you to switch to one shot at a time when switching from one enemy pattern to another. I didn't have a lot of fun with bigger speed penalty, it felt too jerky. Didn't have enough patterns to make focused movement idea shine at ig.
3) Ah. Welp. I forgot to add sound effect for thst one. I think I thought about what kind of it to give, then gave up and never returned. Whoops. Sigh... Anyways, it's supposed to give powerups from the right side when you destroy enemies of some kind, but I never got to implement more powerup shots like rocket and (non-existent) lighting, so you might have seen how weapon rank isn't reset after picking up wide shot after you die. I really forgot about it lol.
4) Time-based dynamic difficulty increasing as you go further into the game. I wanted to decrease it if you die, but... I forgot as always :CB_shrug: not really due to crunching, I just forgot
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.
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
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