RubixsQube

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Everything posted by RubixsQube

  1. [Release] Suddenly the King of France

    hey, thanks for playing my silly game, everyone!
  2. [DEVLOG] Change the Name to Game

    This was pretty charming, even with only a few levels. Got to love a good little sokoban.
  3. [RELEASE] The Eyes of Luigi

    this game is so goddamn good. cell phone
  4. Sad that Jake didn't call Nick's hypothetical roller coaster Similar Face Mountain or even Also, I am so stoked for Wizard Jam Stream.
  5. [Release] Suddenly the King of France

    OH Man I just noticed that the game is like hundreds of megabytes because of the audio clips in there. I'm gonna recode those .wav files as .mp3s and re-upload the whole thing so that it is not like, super huge. Edit: Also, I just got a mac app uploaded to itch.io that I know works. So, bangarang.
  6. [Release] Suddenly the King of France

    It is on itch.io, here. I don't know if the windows executable works, since I don't have a windows machine to test it on. I created it using the 64-bit version of love, and if it doesn't work, welp, I am real bad at creating games.
  7. [Release] Suddenly the King of France

    O H ALSO right now I can't figure out how to package it up as an executable on windows or mac, so it requires installation of love2d. (shrug)
  8. [Release] Suddenly the King of France

    UPDATE: I have finished making the game. It can be found here: It is not super well made, and pretty tedious, and the joke gets old really fast but tough shit, I made a second video game, everybody I feel alive
  9. [RELEASE] The Eyes of Luigi

    hahaha, that makes for a fun optical illusion. I really like little Luigi's arm pumping.
  10. [Release] Suddenly the King of France

    These are all good suggestions, but LOVE doesn't have a z-ordering, or depth system. I found a tutorial that seems straightforward, but will require me to kind of change how I work with the x and y positions of the various characters on screen. I have a feeling that if any game devs actually saw my code they would call a priest
  11. These new starters are cute, but all starters post Smugleaf are its lesser. This is not like, an opinion or anything, this is just a fact of life. WWSD: What Would Smugleaf Disdain
  12. [Release] Suddenly the King of France

    I do wish that I could have the various sprites draw to the screen in order of their increasing y position, such that they overlapped correctly, but I don't exactly know how to do that without a shit ton of weird if statements.
  13. [Release] Suddenly the King of France

    Ok, tons of updates. 1) It's now a game. Meaning, if you get caught by the King, it's game over. If you light the four candles before you're caught by the King, you get to move on to the next level, everything resets, and now there are more party-goers, making it more difficult. 2) The character's all look the direction they're walking. I still haven't figured out animations, but for now, it looks fine for the player and the partygoers, but the King looks pretty ominous. 3) I added some text in places. I still need to add music and sound effects and also the huge number of King expressions. 4) I decided to keep superking. I may just use your MEGA ULTRA KING idea, Xeneth, that's real good. For a game I coded up in like, less than a week, off and on, I'm actually pretty happy with it. Once again, everyone else's games are fucking top notch (did you guys see that one team got Olly Moss to do the art? Holy crap), but I'm fine with my dumb little thing.
  14. [Dev Log] Build The Nublar

    what, no menthol?
  15. [Release] Suddenly the King of France

    Suddenly the King of France. I think that maybe I've made him too big but I am giggling a lot so whatever
  16. [RELEASE] Explode Mode

    God damn, dude, what a slick looking title screen. Also, baby mode should be called "No Nicks."
  17. [Release] Suddenly the King of France

    I think that you guys are all getting at how I want it to be - it's a very simple (read: dumb) game, but I really want the King to be this loud character who speaks only in French, who comes after you. It's very, very rough right now because I'm essentially figuring this out on the fly (I have no experience with lua, but it's fairly straightforward), but mostly I want to set everything up for While lying in bed before falling asleep I figured out why the characters were moving in such a dumb jittery way, and this morning I also fiddled with the collision detection which now means that when you get too close to one of the party-goers you can't actually move until they get out of your collision box, which means you just continually apologizing. (Perhaps it'd be funny if instead of apologizing it triggered little dumb small talk statements) My next step is to perhaps add in the King and his behavior, and also the little candles in the corner which have to be lit. Also, it should be fairly straightforward to mock up a background image so that the party is not happening in a large black expanse. (I really appreciate the feedback, by the way, especially since it's really a very, very rudimentary game. That's really why I like this game jam, as the positivity of the forum members is super encouraging.)
  18. [Release] Suddenly the King of France

    So, I've been super swamped with work, but I spent a few hours fleshing out my idea. I think that I've figured it out - I'd love it if you were a character at a huge party in some castle, perhaps you're the butler charged with lighting some lamps before the King of France suddenly appears. You have to maneuver yourself through a series of party guests, apologizing, and if the King appears, he moves through the party, trying to chastise you, and you must escape him and finish your job lighting the lamps, fighting your way through the party guests. You lose if you don't light the lamps before you're touched by the King. You win if you can light the lamps, wherein you are thrust into a party with even more people to maneuver your way through. ANYWAY, I MANAGED TO PROGRAM A LITTLE BIT OF THAT TONIGHT I'm still having problems with my collision detection, and it makes maneuvering through the other players pretty tough, and I need to figure out a way for the enemies to push each other around instead of allowing their sprites to occupy the same area, ever. I think that once I've done that, it should be fairly easy to have the king come in and make a beeline for your character (kind of like the Ghost in Spelunky). I also need to add in a background (openGameArt.com is fantastic for this), and figure out how to make it so that when the characters walk in a given direction, they face that way (ugh, animations, ugh ugh). For now, this game jam has already made me giggle to myself, so it's a success in my book.
  19. there is so much insanity in this video, and it only tangentially relates to this episode and to this thread, but it is glorious
  20. WIZARD JAM 2016 // Welcome Thread

    THAT VIDEO IS REAL GOOD I'm in! Now I need to spend some time in the next few weeks getting some inspiration.
  21. All of the news of Hyper Light Drifter's frustrating difficulty makes me really sad. I was looking forward to this game since it's announcement on kickstarter, but I held off on buying it until I had read enough reviews, and I'm pretty glad. It seems like a lot of people are really finding it a challenge, and the response by much of the community is like "oh it's only really hard if you don't know what you're doing" or "I didn't find it that hard" - I don't really have the patience to play games that require one bajillion hours of failure in order to make my way through it. I really enjoyed Spelunky, but I think that was simple enough, and designed well enough, that playing it and failing didn't feel like the end of the world. Watching videos of Hyper Light Drifter, and hearing about it on the cast, it sounds like a nightmare to play if you have very little patience for failure. Chris' description of having to replay the same room over and over again while being perfect does not sound like a fun way to spend time, at least for me. Tying this into discussion on the podcast from the last month, I wonder how the developer feels about the fact that I bet a lot of people are not going to make it very far due to this difficulty. Like, Chris and Nick talked about how the developer maybe doesn't care about me as a gamer (into the aesthetics, not really into the difficulty) because there may be a new audience who is drawn to playing a game this hard, but I wonder what the actual statistics are on this. It seems like, from reading the internet, all video gamers are completely nuts for the Souls games, and for fiendishly difficult games these days. Is this true? Or is this just a vocal group of game players? The Souls games have sold really well, but how many people who bought the game really made it very far into the game? Why do some (again, vocal) video gamers get annoyed that some people who play games would rather have a more straightforward challenge, because of their limited time or patience (this is the "get gud" or Nick Breckon's "baby" argument)?
  22. You guys can have your welltris, I'll still be playing Ketzal's Corridors, AKA Super Hypercube 3DS 2011
  23. I was in the middle of trying to open a supply crate when Delilah radioed me, and somehow I lost the ability to do anything except look around. I got this wonderful photograph from my amazing rotating head before I just force quit out of the game. Also, I was way into this weird tree, obviously part of a strange floating theater set:
  24. This was a strange thing to greet me on the second morning as I left the tower.