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wagyu_so_gud
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Crashing at start of game (when pressing enter key).
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About this... I have an idea... Why not the more time you are underwater more seconds (up to 5 for example) and bigger water holes...You have to try a bit more. I don't want to game to tell you everything in text. You need to figure out some basic stuff.
When you enter water, you have an airgauge on screen that empties itself. It lasts for like 3 seconds. This means you don't have more air than that. And since there's stuff to get underwater, this also tells you that you will eventually get to dive deeper. What do you do when you're blocked in Zelda and the game clearly tease you with areas you can't get to at the moment? You know you wait until you find the proper item. Its not different here and I don't think the game should tell you more --- just like Zelda doesn't tell you more.
Also, if you want to use the parachute, did you make sure you actually have it? The parachute is only available in the tutorial level that I suspect you didn't play and that I strongly suggest you do. That tutorial should answer all basic questions. Have fun
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FATAL ERROR in
action number 1
of Step Event1
for object obj_Hud:
Variable obj_Hud.LegendButton_pressed(100441, -2147483648) not set before reading it.
at gml_Object_obj_Hud_Step_1
############################################################################################
Yeah, someone reported it. I will upload a new version in early february. Its fixed already on my sideBro. . . .I hate that i'm the only one getting this error. . . anythought? Otherwise I'm unable to play this man.
EDIT: This also in the nedw update you postedCode:############################################################################################ FATAL ERROR in action number 1 of Step Event1 for object obj_Hud: Variable obj_Hud.LegendButton_pressed(100441, -2147483648) not set before reading it. at gml_Object_obj_Hud_Step_1 ############################################################################################
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FATAL ERROR in
action number 1
of Step Event1
for object obj_Plate:
Variable obj_Plate.DpadUp_pressed(100091, -2147483648) not set before reading it.
at gml_Object_obj_Plate_Step_1
############################################################################################
I promise lol I used the keyboard everytime. I did miss the whole unplug your controller post. But jeez I didnt think just having in my machine would cause this lmaoJesus. Did you try to read a Rosetta stone by any chance?
Better yet, do you try to play with a controller?
Currently controller support is borked. You can only play with the keyboard. Exceptionally you'd have to unplug your gamepad. It said it in the post...
(sorry I bolded it for people to see)
Hey I finally got a chance to test this all the way thru and its really nice!
The style is great and artwork is well done so far. I like the dialogue and story, which make you feel like you are indeed setting out on an adventure.
The controls and physics all seem really smooth- only critique here could be that occasionally, player can stick a little to the side of a wall or object, but it doesn't lock player up or anything.
There aren't any sound fx yet? I suggest get on SFXR and you can generate fx sounds pretty quick. It would help a lot at least for basic player stuff at first.
Criticisms about gameplay:
-There seem to be many "barely-jumpable" gap challenges in this game. I'm not a crazy fan of those, they become nitpicky.. in my mind they highlight one of the less believable tendancies of platformers- where the player can hang off the edge of a wall from 1 pixel without slipping (and jump off of that 1 pixel to maximize distance). I feel like the best platformers do something to make this a little more believable, like have the player teeter on the edge, fall and hang, etc. Maybe you could consider something like that, maybe even in combination with addressing that issue I mentioned above (sticking to side of wall). That said, I didn't spend much time trying the challenges...
-I'd like to see more dynamic encounters with enemies, like maybe a little more enemies, expanded ai? and/or maybe some dynamic powerup system to make traveling around a little more actiony? The levels seem just a little spread out as it is. I'm imagining something like what they did with the weapons in cave story, to keep it fun to backtrack around thru levels... Maybe the other powerups in the game will do this..
-little tidbit- the bat's depth was behind the crate which looked wrong.
-also a graphics critique: The water splashes and the player death animation really stand out as odd. It kinda urks me to see nice square pixel art throughout and then just 2 instances where the stretch effect is used. not a fan tbh.
So yeah, just my 2cents. All and all this is a really nice and impressive project. I'd like to play more!
At the beginning of the game you only choose the default controls.Didn't have much time to play today but one thing that I wish I had been able to change was the keyboard binds..
I actually use 'wasdazxc' for other games as well but the only two choices meant one of the other, maybe its just me but I feel like controls for a game should always be accessible with just one hand, even on games that require no mouse input I feel awkward if my hand isn't on it
Ah, when I was offered two sets of binds I just assumed customising was out of the question only had about 15 minutes to play so ill have a proper run-through tomorrowAt the beginning of the game you only choose the default controls.
In the game you can reconfigure the controls as you see fit. (Titlescreen / Options / Key Config) and (In-Game / Pause / Key Config)
I'm pretty sure that's the end of the demo.3. Inside the temple to the left of the room with the teir 3 boots (I think? haven't done all the mechanisms to get up that high yet) there is a pit area below the red squares that put me back into the main game screen, if this is a mechanic then I'm not a fan... having to reload the game is annoying.
Thanks for all this feedback. I really appreciate it.Haha that would explain it. Overall I enjoyed it minus the pixel perfect's and not being able to attack the plants if I were too close.
Didn't find any massive bugs, never crashed and ran perfectly fine on my mid range gaming laptop.
The only thing I wasn't 100% on were the statues splitting fire as most of the time I found they were PERFECTLY timed to make me either choose to attempt to get the collectables (and take damage 95% of the time) or leave them completely, maybe I was just unlucky but it kept happening to me when combined with other moving objects such as platforms.
I also found the secret treasure by chance but when comparing the sprites to everything around I couldn't see the slightest hint that something could be there, not a problem if that's how you intend to have it.
I did not know that, I spent the whole time avoiding them by jumping/running lmao, took me a few deaths until I realised I had to do that on the red mage and that's only because I remember reading it on here beforehand.Thanks for all this feedback. I really appreciate it.
About the tight jumps, do you mean the one before getting the red statue? That would be the only "mandatory to proceed" tight jump in the temple. I can give it a little more head space.
By the way.... did you try deflecting stuff? Darts can be deflected black towards the fly mob and you can also repell the statue's fireballs (honestly making them alot easier)
Yeah thats pretty much my issue too. other than I like it so farMenu controls:
In so many games controlled with a gamepad A/Face1 is Enter and B/Face2 is Back. In your menu B is enter and Y/Face4 is back. That was very confusing and actually made me accidentally quit instead of resuming because I hit B intending to go back more than once.
Those 2 important bugs are fixed now. I will upload a new version in a few (T491)Broken Statue (Ezuma's Temple):
When I activate the statue in Ezuma's Temple you see on the screenshot the camera moves up and right for a really long time, stays put on a far away corner and won't return to the player preventing to continue playing.
View attachment 7072
Press any button:
When the game looses and regains focus it says "press any button". However only a few buttons on my gamepad actually work there:
View attachment 7073
You're always giving me loads of awesome feedback, so I figure I owe you some. I played the game until the end when you jump in the big hole and these are my thoughts:
Bugs:
Cons:
- If you alt tab out of the game while in map mode you can move (While still in map mode)
- Slopes are a little buggy. If you attack while going up a hill you do a weird little dance. If you start moving exactly on the start of a slope you jitter around
- Map turned black in Ezama's temple? (Picture below)
Pros:
- Some jumps are a bit too difficult. Some seem almost pixel precision. (Although I never used the parachute. Maybe I was supposed to?)
- Jumping isn't very responsive. Tapping or holding jump makes no obvious difference. For a platformer, I would recommend more control.
- Waterfall platform thing is not obvious that it's in the foreground. I jumped on it by accident. Maybe put an enemy walking on one? (Picture below)
- Quite a few typos or grammatically incorrect things.
- Not being able to attack while facing a wall is a bad idea. If you couldn't shoot while facing a wall in an FPS it wouldn't feel like you're in control.
- First dungeon is hard! For a later level I think it would be fine, but for the first dungeon it's a bit tough.
- Mosquitoes can be a little unfair. There isn't a good way to kill them and they can block your jumps. This gets frustrating.
- Serious tone doesn't really match the graphics. Everything looks cute and colorful, but the story starts out with a death and a murder. Maybe make the story more whimsical? Here is an exaggerated art piece to illustrate what I mean:
- Enemies are varied, not just in looks, but in attack style.
- First boss is good. Not so easy I'm bored, but not too challenging either.
- I like the map
- Secrets are cool!
- Menu's look nice, especially the start menu. Gamepad and keyboard icons are great
- Intro is short enough that I don't get bored, and long enough to tell a story.
Must have not liked his father that much. lol
1- Oh, you make me sad you did not discover to "deflect/repell" move. I try to tell about it everytime there are controls or help text on screen + the "Good Yuree" right beside the high jump boots is giving it away.1) I played around a while but I couldn't get past the red mage, so I stopped after about 15 attempts. It was a little frustrating because the game was just getting started! Maybe I missed some powerups somewhere?
Anyway, here's what I think:
2) Jumping is still a bit awkward, a lot of the jumps are very tricky and very pixel perfect. It would make the gameplay more fun by making this a little easier. Or maybe add a run button?
Most platforms are rectangle based, slopes are rare, maybe add some more?
3) Only a few items and weapons available (at least the part I played). How many are available in this demo? You could add some more to spice up gameplay. Also, those coins you collect, can I use them to buy something? I couldn't find any shops or anything.
Its a lucky streak since last weekend. This thread is normally starving. I am very happy that you guys pay attention though and find good bugs like that.Wow. . so much feedback on this game. . . I might need to take notes on how to get more myself lol
Hahaha yeah I feel kind of guilty now, especially now I've read back all the previous posts! Well this makes it a lot more interesting!1- Oh, you make me sad you did not discover to "deflect/repell" move. I try to tell about it everytime there are controls or help text on screen + the "Good Yuree" right beside the high jump boots is giving it away.
Try it again sometimes, you can deflect fireballs, mosquitos darts and the boss' magic.
2- I fixed the jump in the next version. Something was wrong with my velocity in the gamepad support I just added
3- Ok here's a secret for you to have some more fun... you can add yourself power-ups for testing them with the digit keys (not the ones on the numpad). The character reloads as default when you change rooms though.
Here again, have fun! I'd love to hear what you think of the hero's other power ups.
By the way I need to play your game soon. Its been a while I spotted it!
Thanks for this detailed feedback. Its really cool to see some action in the thread1) In Adventure mode, there are quite a few of these tight jumps.
2) For example the thing about the Mayors kid dying. Either you could have a cutscene, or you could expand some of the dialogue and make the player meet the Mayor in the first town.
3) Maybe you could make the enemies repel the player when they hit him? One time I kinda stood inside the plant and continuously lost life whenever the invulnerability wore off. Although, stupid me I guess.
4) The bat at the top before the first fireball machine takes away 3 hearts when it hits you. Not sure if that's intended or not, but it leaves you with only 1 heart, so that makes the fireball machine very hard to get by, especially since it's the first one.
5) Sometimes, depending on the path you choose, you can run into dead ends after overcoming a difficult challenge. Dead ends are fine, or even a must if you want to have a proper Metroidvania, but it's a bit of a bummer when you get past an obstacle after a few tries only to find a dead end.
6) I really loved the blob-fish enemy or whatever that was. Like there was a piece of jelly that had a fish inside.
7) Oh right, I remember now that the game still displayed the mouse cursor. I think you can turn it off in some of the options, and since the mouse is not used in this game, it saves the player from having to move it to the side of the screen.
Yeah, the bricks are the same when outside though. I doubt I will redraw them. All the zones are going to have some pretty different looks so maybe later when I get the feel the game as a whole a bit much I might retouch. I'd like to add some effects too like maybe a color filter, fog, etcCompared to the outside grafics the temple looks more like copy-paste grafics. The blocks don't have that typical pixel-art feeling the outdoors level has and look too generic. I just don't get the feeling of being in an ancient temple.
Hmmm, that's a bug there. Do you think you can recall what you did?Ok so I played up until I got stuck as shown in the screenshot. I was expecting a moving platform to come down or something (over the spikes in the screenshot), but I waited and nothing happened.