Skatey-Cat
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@plarpco Thanks so much, and I'll do that :D
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I can't believe what I'm seeing and hearing!! The art, the start screen, the level design, it's so unbelievably cool! I want to play it!
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@Dave Thanks so much for the compliments!! Feel free to grab it when you have some time! I have it shared as "Skatey-Cat Alpha A" (hopefully I'll have an alpha B, C, etc. as I add new features).
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Now live on the community share, FUID is NDH1R3MD1P
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@MikeDX Lol, we shared simultaneously! Mine got a code of "NDH1R3MD1P", it's pending, do you want to just decline it, or delete the other one and go with mine? Either way is cool with me!
When I'd posted I hadn't caught up yet, so I was totally unaware of the patch (amazing work by the way you guys!). Also, this forum is absolutely hopping, I was thrilled by the sheer volume of posts in my "Unread" (25! Highest ever).
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I wasn't sure if you'd see it went live so posted it here just in case. It's the same project, I haven't re-shared it, I just approved it for you :)
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@MikeDX Phenomenal, thanks Mike!
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@Spacemario just played it AMAZING!!!!!!!!!!!
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@waldron Thanks so much, glad you're having fun with it!
Do you think the instant turn-around (ZL + ZR simultaneously) is too hard to pull off?
I did all of my testing with my Pro and 8bitdo SNES controllers, and the move works pretty well-- but then I tried it with the joy-cons the other day and the move seemed really finicky. I could try to add some "filtering" to the input, giving a window in which to hit both buttons.
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I've played your game for a few minutes now, and I really like what you did there, the concept is really cool.
However, I struggle with the quick turn-around, because I sometimes accidently trigger it when I actually just wanna move forward... I don't know, maybe it's just me, but I feel like that using another button for that would help, for example pressing L+R or something like that -
@Spacemario honestly found the controls to be really good, the 180 is a nice feature and didn't have a problem pulling it off.also I can learn so much from this code much appreciated
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@Spacemario i need to learn how you enter those different areas, are those loading up different maps?
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@waldron Absolutely! If you pull down the code for it, you'll see the array structure at the top which defines each map, and its entities. Among the entities are the various "teleporters", as I think I called them.
Then go down to the gameplay-related code: in it, I'm checking for player collisions, then the type of the entity which was collided with. If the type is a "teleporter", then I pull the target X, Y, direction, and map properties from it.
I pass those properties to a "switch map" function, which is responsible for unloading all of the sprites from memory for the current map, loading in the new sprites for the new map, and setting the player state, such as coordinates and direction.
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@Spacemario nice il let you know how it go's cheers
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@Spacemario If you haven't already, check out the latest FUZE Arena video - your kids might get some enjoyment in seeing their game played on a YouTube vid! :) We absolutely loved playing it too.
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@waldron Awesome, just let me know if you run into any trouble!
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@Dave I just watched the clip with my kids, we're positively honored, and such high praise for the game too, we could feel ourselves blushing :) Thanks so much!
I've had a lot going on at work so I've been away from Fuze for the past couple of weeks. I think my next step for the project is to add third-person, over-the-shoulder shop sequences every few stages, where you can walk around, buy health potions or something... similar to my entry in the first game jam, where the art will be drawn in perspective.
After that, I'll add a second "world", maybe snow for the next one, with all new art and music.
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@Spacemario cant wait to see your updates
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@Spacemario You are very welcome indeed. It was a pleasure to play, thank you for the awesome game!
Same as @waldron , I can't wait to see your updates!!