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Posts posted by atte
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One potential way to find various Nick takes is going through the IIT archives and looking at his wonderful endorsements. From IIT27 (talking about peanut butter and jelly sandwiches):
Chris: What is the bread you use?
Nick: Oh you just wanna use like a shitty white bread, just a shitty piece of bread.
C: Are you fucking serious?
N: What?
C: Fuck off!
N: What? Just a shitty piece of bread! Just a bad piece of white bread.
. . .
C: You're just saying eat like the fucking garbage that you wanna eat.
N: No no no, it's not garbage. It's a healthy sandwich. -
I'm thinking of using this episode in the upcoming wizard jam so I was inspired to recreate the ai conversation with a state of the art text to speech software.
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The candy theme mixed with a factory setting sounds fun. (Not really an actual suggestion but) I'm amused by the idea of a SimCity natural disaster style event where a wild Dot Gobbler breaks into the factory and starts eating everything (while looking worried and sweating profusely of course).
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I hope we see many veteran wizjammers and also new people joining the action again!
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1 hour ago, dium said:I just wanna say that I *love* the concept of this quiz. Also, there's no way in hell I could even guess at any of them.
Thanks! Yeah, I realized it's probably way too hard and obscure even for NES lovers... So, here's the list of games included (not in the right order of course) so you can try to match them with the clips and bonus points if you know where the track plays in the game/ track title. And yep, you got #9 right.
SpoilerBalloon Fight
Battletoads
Blaster Master
Bubble Bobble
Castlevania
Chip N Dale
Ducktales
Final Fantasy
Ghosts 'n Goblins
Mega Man
Mega Man 2
Metroid
Super Mario Bros
Super Mario Bros 3
Tetris
Zelda
Zelda 2 -
Hi, hello... Four years later I decided to make a new one.
I isolated the triangle wave channels from some NES tracks and your formidable challenge is to identify the games and maybe even the specific tracks.
This is not my favorite nes basslines from the best tunes - I just semi randomly chose relatively well known tracks where the tri wave was interesting but still not the most identifiable element (e.g. the melody)
* Here's also some cool trivia https://chiptuneswin.com/blog/the-more-you-know-the-famicomnes2a03-triangle-channel/Edit: Games included:
SpoilerBalloon Fight
Battletoads
Blaster Master
Bubble Bobble
Castlevania
Chip N Dale
Ducktales
Final Fantasy
Ghosts 'n Goblins
Mega Man
Mega Man 2
Metroid
Super Mario Bros
Super Mario Bros 3
Tetris
Zelda
Zelda 2 -
1 hour ago, brendonsmall said:it took me a few minutes before I discovered how the orbs worked and what the green/yellow/red status meant, but I figured it out.
Once I figured out to break the glass light things, the shadow monster thing always killed me. I think maybe I have to let it eat all the frozen blocks, or maybe break the second light to beat it, but I always die and restarting from scratch seems too hard for me to complete.
But despite the punishing difficultly, this game was fun to discover things about through play, and the audio visual presentation is really nice. Those hand-painted backgrounds are especially nice
Nice, one reason for the lack of instructions actually was that I thought maybe some players would enjoy the challenge of figuring out how this simple yet pretty unconventional action game worked (because when you know what to do exactly it's currently really straightforward.) About the ending:
SpoilerYeah the worm monster instakill is too harsh now. You win when you reveal both of the light orbs, so you should leave one lock left on both, that way when you reveal one and the worm comes you have just one more lock to open.
I'm rethinking and adjusting a lot now so the next update will take a few weeks probably but I'm still excited to keep on developing this.
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9 minutes ago, pdotjpg said:So while the mechanics are a bit obscure at first, and I agree with others that controls on keyboard could be better, the core gameplay is actually really solid! These are accessibility problems that could be easily fixed.
Thanks, that's really nice to hear. While there is still much to add and tune I do also already feel like there is a satisfying core of a game hiding there. -
This has ton of atmosphere already, and yeah some moody soundscape would really heighten the spookiness. Having completely lost the sense of direction, stumbling into a new location/point of interest felt really satisfying. I had a nice conclusion to my first try:
SpoilerI found and went inside the church, soon I heard the buzzing coming closer again. I wondered for a second if it went through walls and then it was already too late, as the swarm blocked the way out and I died.
It's good and scary that you can actually see individual mosquitos clearly when close enough. I tried exploring again and only then I noticed that you could follow the paths. Also that the monster didn't appear until you picked up the mosquito sounds.
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1 hour ago, RubixsQube said:I am ALSO sorry that I was super oblivious at first as to what was going on.
*Extreme sweat drop smiling emoji*
Now I have valuable video evidence of how truly obscure the game currently is for new players.
(again, if you're still curious check the gameplay video that's here and on itch game page)
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The island is nicely varied but not too confusing. The mood is very pleasant and calm, I particularly like the light and low saturation green of the grass.
Hand drawn sketches depicting locations from the low-poly environment creates a fun and interesting contrast: Two very different kinds of abstractions meeting each other.
I felt that the target locations were actually pretty generous in size. After it looked like I had found one I usually got it after a one or two tries.
If you would be interested in working more on this, I'd love to have some more traversal options like jumping off cliffs and climbing (that would be quite a lot of extra work though).
+ Yeah, the treasure in the end was a fantastic surprise.
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27 minutes ago, Teljoor said:I like the art and atmosphere of this. It had a great feeling of pressure, especially after getting one of the orbs. I'm ashamed to say I couldn't finish any of the levels though. I got up to the having one orb done a couple of times, but then got killed by the dark orb. Reading the rest of the replies I think I can sort of figure out how it should work, but I found it difficult to combine switching to the ball form with other movement. Maybe it was because I was using the keyboard and not a controller.
Thanks for trying it out. The horizontal and vertical speeds transfer directly to the ball form, which is not affected by gravity. So for example going to ball immediately after jumping is a good way to travel fast. If you haven't already, and are curious, check the video (that I posted here also) where I play through the levels (level 1 goes super smoothly! level 2 not so much)
The challenge is now probably way too high for new players getting used to the game, I will make the learning process smoother in future. And yeah, I tested and designed with a controller on mind so at least for me it's way easier with a gamepad.
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1 hour ago, SharedControl said:I just beat all the levels and its is super cool!
At first i was finding the controls a bit strange, but when i "got it" and it was really fun to play. You start to develop some strategies in your head to hit 3 in one side leaving the easiest one and then moving to the other one.
This makes me very, very happy!
QuoteI also liked the risk reward of collecting bullets.
This was pretty much the core of the whole initial idea. I was really drawn to this idea where the main resource and the main hazard are the same.
QuoteI just wish the buttons were Z and X instead of N and M, i think this is a bit akward.
You played with arrows instead of WASD? I kind of forgot that that was an option. I can definitely add the Z and X keys too. I pretty much always tested with a gamepad so I didn't pay close enough attention to those things.
QuoteI also wish that you left a few bullet guys still spawning when the final ghost comes in, so you don't get screwed if you don't have any bullets left. Other thing was that sometimes the blocks blocked the buttons, it would be cool if you had a way of breaking them.
There's already solutions to these in the game but it's totally my fault for not making them really stand out in any way (both were pretty late additions that I implemented quickly).
- You can get new points from the opened shining orb. I should add something to the end phase, it can get quite barren, but I also love the effect when suddenly the previously busy room starts to get quieter when the ghost worm arrives.
- When you have 0 points, shooting button now punches, and with that punch you can break blocks. I'm considering making the punch be always available (with a separate button) and I'll think of also other uses for it.
QuoteOverall i really enjoyed, i think you should have left one level where theres only one wheel so people could get around the controls.
Yeah, now the rooms are still pretty much the same. I'm planning to make different types of orbs with varying number of locks (2 - 4), maybe even a rotating one.
QuoteWhen you are in ball mode you shoot backwards so you can use it to hit a clean shot on the bottom button.
This is very cool, I liked the ball back shot but never really tried using it in unlocking. My method for those hard to hit bottom locks was always to collect the full 3 points which makes you shoot directly up (+ left and right).
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1 hour ago, fabian said:The art (visuals and audio) is extremely good! I also like the movement of the drone, but I'm horribly bad at games like this so I didn't get the rules of the game until I watched your gameplay videos. I think more variation between the rooms could help to make each one feel more different from each other (ok ok, I just want to see more rooms with more art ). Are you going to continue this?
Thanks, my musician friend had limited time during the jam but there's more action music coming sometime soon.
This kind of surreal style in a flat(ish) 2D environment is pretty fun for me to draw, as I don't have to stress about things like realism and perspective. I get mentally stuck really easily but art like this flows usually quite naturally - I should definitely draw more with this style and attitude (while still trying to learn more challenging stuff on the side sometimes too).
This time the jam was largely a chance to start prototyping this idea I've had for some time now. I have a strong idea of the direction, but very vague idea of the end goal for this project. That's why the 2 week jamming result is, especially gameplay wise, quite half-baked and obscure to new players. Right now I still have plenty of inspiration and interest to continue developing this.
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5 hours ago, infamous space turtle said:I like this, though I wasn't entirely sure what I was doing. The art is great as always and the music/ sound design is terrific. Top job! Ill play a bit more later, im in a hurry right now but I really enjoyed it.
2 hours ago, Henke said:^^^Same.
Looks great, but I'm not feelin' the gameplay. But then again I'm not overly fond of arena shooters and bullet hell stuff.
Thanks for playing! I recorded a playthrough of the new version showing how it's played currently:
My process of designing gameplay in this project was/is very tentative and winding - slowly inching towards a nebulous goal (that sometimes feels crystal clear, sometimes nonexistent). There is some things in place already, that I really like. Now the most fun for me is to try to speedrun a level, but going forward I want to tone down the hecticness (while still keeping a fast pace) and introduce more strategic elements and secondary goals. I love the feeling in Spelunky when you try to observe an area and piece together a plan as fast as you can. That's kind of a high aspiration, but I guess that is what I'm really aiming for here. -
Post jam update now on itch https://atteo.itch.io/tcttf
It's a real certified video game now as you can actually finish the levels!
More action music is coming sometime soon, and I have still gameplay and graphics stuff I want to add at some point too.
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While the core ideas and mood is there the actual levels are very, uhmm, undesigned - still I wanted to show/document some current gameplay:
Edit: Here's my current notes for continuing:
SpoilerPostJam ToDo
- Some UgEnergies already midway up at the room start
- Big Blocks from collisions with big energies (there's no size4 energies? Is it a good thing)
- Block variations (some sort of (decorative) growth)
- Worm body affects all energies in some way
- Better Worm body: depth order, links between the parts, parts moving too.
- Way to destory the worm - tail functions as life meter, or reverse: part appears when hit to head
- Worm invincible if all cores not open
- Blocks slow worm or reverse its direction (and gets destroyed)
- Telport to mirror position thing. Helps evading the worm. DroneMime is a resource that can be activated or appears after hitting a core.
- Can turn to ball without points? ball speed = points
- UgEnergies more interesting looking (wobbly lineart style)_______
Other ideas
- fog alpha and color changing in big effects
- drone energy collects //something// which gets stored when reaches back to drone
- pull/push/mime energy control
- Hazards like beams that destory if pointless (or if less than 3/2 points)
- Moving, not moving, jumping, current points, affecting other elements
- passively and actively affecting the movement of objects
- ffd button (emulator style)
- Animations for the main creatures ("They", The Worm, Man in the tree)
- Ending - pictures of the three rooms where the creatures have turned to statues and the man lives among those, maybe friends and animal hang around there too.- Something falls into ground, wanders back and forth.
- Platform is for traversal, cover, hazard.
- Projectile hitting a platform redirects it toward the player
- Platforms can cause trouble because while passing, UgEnergies turn them deadly.
- Create horizontal/vertical (hazard) line from the opposite side of player x/y
- Hazard line with its axis in a platform (takes direction from something)- Too big shift, but: points getting > 3 just resets to 0, different hazards for different point amounts.
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This was really versatile and easy to learn and use! Here's a monstrosity I made while I was just figuring out what it could do, will definitely try again.
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First version now available - It's a work in progress in many ways but please check it out and enjoy and experiment with what's there now. I might record a playthrough video tomorrow, the mechanics might be a bit obscure for fresh eyes...
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I kind of enjoy making visual effects in GM even though I'm sure they usually end up being very "heavy" - as I just use new objects for everything because I'm afraid of particle effects and shaders.
I don't know what I'll have ready for the deadline, I hope I get a version with some kind of progression out tomorrow so I can get some feedback/comments - I will certainly continue developing this post jam too because there's a lot to add and experiment with, and I already like what is there. Here's a low framerate blasting gif:
I've experienced this before but I've noticed now again how tricky and devious game design can be - how even if a new idea sounds very clever or interesting, it doesn't mean it will work when put in the context of the rest of the game. It's a very strange emotional arc when you first feel like a genius and then have to slowly admit to yourself this road actually leads nowhere
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The more detailed ordinary everyday elements (people, bed, door...) resting on those abstract, monolithic structures and backgrounds is great - the scene is relaxing and unnerving at the same time.
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I was going to say, just submit a version to the jam on itch before the deadline - then you can update that entry whenever you like. But yeah even if you miss that, zero can add entries later.
Edit: Then again, we've talked about this, we don't want people submitting placeholder pages, if the game is not playable in any form yet... Then it's better to just message zero when the game is ready.
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My usual midjam update break was pretty long this time. There was some going back and forth when I tried to figure things out, but I think I now have a pretty clear picture what I'm actually making (well, there's still couple of big unknowns/decisions...)
Again, for most of the more complex movement and collision code I borrowed from Heartbeast's GM tutorials. I'm very happy I got that "turning into bouncing ball and back" working nicely. (hmmm, that's a heavy gif - I should just upload video to youtube next time)
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Looking good! That kind of all enveloping moody fog is great. Even when knowing it was mostly/partly because of technical limitations I still love the look of games like Tomb Raider and Silent Hill on PS1.
[RELEASED] Tactical Gamer Chair
in Wizard Jam 8 Archives
Posted
"Nintendo says their inflatable seat can be used to simulate riding other animals. The patent lists “bulls, camels, elephants, burros, dolphins, whales” and imaginary creatures such as “dragons, griffons, unicorns, giant eagles” as possible mounts. Nintendo also suggests the seat can be used for vehicles too like “hang gliders or other aircraft, a magic carpet, a motorcycle, a jet-ski, a land or sea exploration vehicles."
http://www.siliconera.com/2009/08/10/nintendos-patented-horseback-riding-controller/
No gamer chairs directly mentioned but I think they can count as land exploration vehicles.
Hmmm, the horsebag is a pretty simple shape, so maybe it could be a bonus/secret vehicle in the game!
Oh, this year is also Horsebag's ten year anniversary! (that article is from August 10, 2009) Hip hip hooray, long live the unfulfilled dream of our beloved Horsebag.