thank you so much for the kind comment friend 🍀
Suzuka
Creator of
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ERROR in
action number 1
of Step Event0
for object control:
Trying to use non-existing surface.############################################################################################
gml_Script_draw_surface_rotated (line 7)
gml_Script_imguigml_surface_viewer (line 59)
gml_Script_app_window_preview (line 41)
gml_Script_app_update (line 263)
gml_Object_control_Step_0 (line 2)
Not sure how to reproduce it. I just was working on a file, I focused another program for changing a song to listen to, and when I focused the program that error appeared.
This is GREAT. I can imagine using it a lot when organizing ideas!
I have thought about some ideas that IMHO would make it even better!
They are sort from the ones I think that are more important to the less:
- I like that zooms on center (is a nice thing for example when recording that gif you made about the program). But, I think it would be a nice feature to be able to zoom on mouse position. Specially considering the "nature" of the software (a giant canvas), it would be nice to have more control where you zoom (instead of trying to guess the center each time and correct the position while zooming).
- I think that a zoom level UI indicator would be nice, since maybe you are drawing and you are not sure how many levels you have above/below, so it would be useful for "organizing" the drawings. Simply to know "where am I?". I know it will "break" a bit the simplicity of the UI. But maybe that UI range/meter could only be visible when zooming (or when pressing a key, like F1).
- Option to save the file (instead of dragging the json out of the folder). And also load files.
- Option to take a screenshot of the current view.
- If you want to get fancier, IMHO would be awesome to automate the saving and take different screenshots in different levels of zoom. Like you drew an idea, and when you got deeper (zoom in), it gets explained). You could zoom out, and take a screenshot that internally make some series of screenshots, each one a bit closer. Maybe you could even decide how many screenshots you take until it reach the bottom. The amount of screenshots will determine the zoom step in each screenshot. (I hope I'm explaining correctly).
- Tablet sensibility would be a nice feature
- My .exe doesnt have an .ico! Is not a bad thing, but I the software is awesome and Id like to "stand out" and not to look like a lifeless .exe! :D
Long comment. As I said, they are just personal ideas that in my opinion will make the program even better. To be honest, I already love it and I think it has lot of potential. I tried different infinite canvas and this is my favourite! Good work!
To be honest... Im addicted to this, and I'm surprised! Because I dont like infinite runners. But this game made me realize that is just because the ones I have played are poorly design.
What I liked of this one is that is very well designed, it feels more like playing some Fall Guys trial than a normal runner.
The control is awesome, very responsive, and I'm impressed that for being so simple, is so adictive.
To be honest, I imagine it perfectly having some "juice", effects, etc.... it could be a time eater.
Good work Terry, you are a legend (I love VVVVVV), and you showed your talent even in that simple game.
I've been using the web version for years, and to be honest, it was the ONLY reason why I used to install flash. Thank you so, so much!
I have a possible idea that should be easy to implement (?):
When I make a coold sound, I always save it as .wav and as .cpt (just in case I'd like to tweak it in the future).
There would be very useful (for people like me) to add a button that saves automatically as .wav and .cpt :D
Thanks again for this!
I link it for you & him: https://ldjam.com/events/ludum-dare/47/death-string :)
Oh, DorkYface, thank you so much for your awesome comment! It made me happy :D
Yeah! Thats a nice idea! I think it will totally improve the control. Like having a default safe area to return (maybe instantly (with no delay?))
I will totally keep in mind your suggestion in the final realease (I plan to make a full improved version in the future)
Thank you so much again, I appreciate a lot your comment! :)
It works perfect, thanks! (well, except the gif as you said)
And is beautiful! The results looks totally like there is some kind of constructivism artist (I think is called constructuvism that style (something like this:))
behind the "painting".
You could even expand the forms/patterns to create tons of different results
Awesome job :D
Very unique idea, love the concept and the humor! One of my favourites from all I have played yet
PS: I noticed a problem on the web version. On the part of the apple trees, the game get freeze and starts to flicker, I wasnt able to continue after that. But executable version (windows) works perfect!
Thank you so much for playing it and for your comment! :)
Aw, sorry for the freeze mate, happened the same to me on my laptop. There is a bug I didn't had the time for solving it, on the enemy spawn, that keeps spawning foes until infinity.
My original idea (and future builds) is meant to be more tactical with not so many enemies. And also there is a lot of room to optimization, so it'll run smoothly.
Thanks again! :)
An unusual roguelike with (far) more deep than it looks at the beggining.
You must totally play a second run.
I started playing it without having sense of what I was doing, I felt that the twist to the genre was too obvious, and a bit without sense (like the thing that there was no permadeath). But after playing it... It started to make sense.
I compared the game like a music album that you dont really get at first, but when you get in.... you love it.
That's what happened to me with this. It's a super original roguelike with some stealth and puzzle elements.
I hope you continue developing it, I consider it a little gem. Imagine more powers, enemies, etc. Would be awesome. Awesome job, hope it gets a nice score, 'cause it deserves it.
PS: Rogue I don't Like is a Rogue like I freaking Like.
I enjoyed it a lot! Proof:
Last stage was very hard! :D
I reminded me to the parrot mechanic in Dokey Kong Land 2 (I loved the parrot stages).
The levels got more and more interesting as you progressed and IMHO it was clever to reuse some level and adding new things, like the wind.
And I also liked the sound effects. In fact, that tiny details is possibly one of the things that keep me engaged and willing to complete it (it was nice to feel the feedback when you beat the wings).
At the beggining, I was trying to avoid that... flies (?) you had to recollect, I thought they were harmful. Maybe adding a more appealing colour would help.
But its a minor thing. Good job!
Aw, I got a crappy pc and I can't run the game smoothly :(. It gives me a warning at the beggining complaining about my gfxcard and freezes at first minute.
But what I've played, I liked it. The mechanic of the heart rate and the bomb is very original and a good twist to the runner genre!
And I really liked the intro music! (That bass line..!!)
Good job guys/girls :D