Siolfor the Jackal
Member
Someone just pointed out to me that when you win in my game, it tells you to press any button to go back to the menu. But instead it goes back to the main room ^^'
From my experiences (the first version of my game was 40MB until I realized the mistake, the latest version should fix this) this is exactly what happens... if uncompressed the sound is always converted to WAV, if compressed it's always converted to OGG, no matter source format. Maybe this should be on the "nice to have" bug/feature list? (Give the user a warning if they've set a OGG / MP3 file to be exported as uncompressed)Actually, whether you load into GM:S2 WAV or MP3 doesn't seem to matter. I'm pretty sure if MP3s were exported as MP3, people wouldn't accidentally submit entries inflated to dozens of megabytes by a few pieces of soundtrack.
From what I've found, if you pass in MP3 as Uncompressed, it'll be exported as WAV, and if you pass it as Compressed, it'll be exported as OGG.
I haven't tested WAVs but I assume same thing would happen here - i.e. Uncompressed option will keep it WAV-encoded and Compressed option will convert it to OGG.
Guilty as charged. I'll remember to use that option next time.Also, in order to save transfer for the future Jams: if you add music to your GM:S 2 entry, please remember to use the Compressed option in the sound menu. Otherwise the entry will be exported with audio files uncompressed, which needlessly increases the file size and makes the ZIP downloading painful for people with slower Internet.
YES a warning would be ideal. I won't remember 3 months from now and to be honest the music is the last thing I add in a last minute rush. There will be no rational thinking of file type.What do you think about my idea to have a warning message about this? I'm thinking checking the file type vs its export settings would be a fairly easy feature to implement, and there's very little reason to export already-compressed audio data in raw WAV form (since it won't magically make the audio higher quality) so the false positives would be wide and far between.
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_options:
Variable obj_options.isy(100027, -2147483648) not set before reading it.
at gml_Script_sc_textImage
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_sc_textImage (line -1)
gml_Object_obj_options_Draw_0
Oh damn! Nice catch! A last minute change in a completely different part of the game socI completely missed this! I just fixed it!@Siolfor the Jackal Hey! Not sure if you already know this, but at the main menu of your game, selecting "Options", leads to an error:
Just a heads up!Code:############################################################################################ FATAL ERROR in action number 1 of Draw Event for object obj_options: Variable obj_options.isy(100027, -2147483648) not set before reading it. at gml_Script_sc_textImage ############################################################################################ -------------------------------------------------------------------------------------------- stack frame is gml_Script_sc_textImage (line -1) gml_Object_obj_options_Draw_0
I definitely support this idea. I've tried to look at the results for other jams just to see how they went but I'm not really invested enough to go search through the old games topics to find specific gamesI'd just like to echo what Misty brought up in another topic (and something I was going to do for the old forum "jam archive topic" on these forums)...
It would be nice if the Results topic for each Jam included 3 screenshots for the top 3 Winners - and links to those 3 winning games.
That would make the Results topics far more useful to people - especially those just interested in seeing/playing "the best" of each Jam at a glance, and to those new to the Jam and interested in a quick "dip in" to what the competition is like.
(Easier access to all previous Winners like that might possibly encourage more participation in future Jams too.)
Just something to consider Dan.
(I'll be doing exactly this on the "jam archive topic" soon - after all the old games have been recovered and zips re-uploaded).
Thanks, man.Post Mortem was an interesting read Marc. Nice work!
Go ahead. I am not aiming for Best of anything really. You are free to take the title if you want. After the last jam I participated, I rather just forget about all that nonsense and just enjoy this jam at my own comfortable pace. Which means Im gonna be doing a very abbreviated voting routine this time.@Misu I am coming for Best Reviewer.
Just as a reference, here's my high score:Anyone beat this? This is hard :O
Edit: oooooo I didn't even realize I had that space bar ability.
Working Pieces out:
Grey: Unpossessed
Skull: Best piece
Pumpkin: multiplies, possible other best piece
Fire disappears eventually?
Everyething else: just moves around?
It seems like the winning strategy is to lock in all the sprits except pumpking and just let the pumpkins spread like a virus.
Thanks for giving it a go on another computer! I was a bit worried that the laptops would ruin the effect like they always do when working with window manipulation. Is your laptop resolution particularly low? Or does it have a zoom higer than x1.00?The House by The M, Ghandpivot
Wow, that transition effect is super cool! The only problem I had was that my laptop screen was a bit too small to fully view it, but I ran it on another computer and it was fine.
Really, really nice use of theme. I realize after the fact that there are a great number of things that could be considered "supernatural," but most entries (mine included), didn't really utilize it super well. I was super impressed with the length of the game too, especially since point-and-click adventure games don't tend to fare well in these jams. Great job!
I've not had time to even glance at the game but I'll make that highscore look like a joke when I get to it or die tryingJust as a reference, here's my high score:
View attachment 27916
(so if you can beat this, you're officially better than me at my own game)
Ah, something as simple as knowing zombies move only horizontally helps a lot. The game is ridiculously hard if you don't know the patterns, maybe would be nice inclcuding that in the jam entry page.Just as a reference, here's my high score:
View attachment 27916
(so if you can beat this, you're officially better than me at my own game)
(this was done with the 3rd version, which should be the one included in the jam zip)
Fire randomly either disappears or grows to an adjacent cell like pumpkins, skulls fall down whenever there's nothing below them, stars moves sideways or upwards (twice as likely to move upwards) and ghosts move in a random direction. Zombies move to the right until they can't move to the right anymore, then turn around and move to the left. (They're facing the direction they're marching).
The game is hard, but it was much more hard originally... even getting 10 lines was a major achievement x3 Most of my jam polish time was spent figuring out ways to make the game easier. The main tweaks is making tetrominoes much more common than other types (skull and ghost shapes are now on a timer, showing up at least 13 blocks apart - originally every piece was equally likely) and on top of that, making square and long blocks twice as likely as other tetrominoes (since the addition of 13 more block types than in Tetris made them really rare, and they're the most useful). I've also toned down the speed blocks act a ton from how they were originally, when they moved around like once per 3 seconds... it was so chaotic it was basically unplayable. The ability to save a block for later was more or less necessary for an unlucky block not being an RNG-induced run killer.
What surprised me the most was how fun the game actually is... it's like the addictiveness of tetris mixed with playing a Kaizo game and being surprised by all the troll obstacles popping up to kill you in unexpected ways. It definitely wouldn't have been so good without the more long-form jam giving me time to reflect and tweak stuff.
Oh god yeah, lack of control while jumping can be very annoying. I think looking back at it there was a kind of groove you had to get into, but it did get easier. I think maybe something like jump through platforms might have made it a bit less anger provoking.@trg601 hey, thanks for the positive review, man! Yes, you and three other people who played it beforehand had trouble with the jumping. In fact, the jump mechanics used to be twice as annoying (in early versions, you couldn't change direction in midair, which I've discovered is an objectively bad mechanic unless you're making a fighting game). It probably would have been better if you could jump higher. Honestly, I'm impressed that you beat it. XD I made it way too difficult at times, but that's what the Spectre is for, I guess. Lol.
Don’t stress too much about the lower half. Since the points assigned is 1/(rank+1) the points dwindle significantly as you go down the list. As @GameDevDan has said in the past (I think!), it’s the entries that consistently sit in the top 3 of reviews that shine a little brighter but otherwise we shouldn’t worry too much whether a game is 15th or 20th. I usually just focus on getting games into brackets of quality at the lower ranks. Unfinished/unplayable games last, janky games and/or games not tied to theme above them, then solid entries not quite making the top 10. Finish off with careful deliberation of top 10.Oh god yeah, lack of control while jumping can be very annoying. I think looking back at it there was a kind of groove you had to get into, but it did get easier. I think maybe something like jump through platforms might have made it a bit less anger provoking.
Also, unrelated but I was wondering a bit about the rating system. I was thinking of only rating my top 10 or top half, but I realize that the rest won't get any score increases then, which seems kinda unfair. Is it possible for me to have ties? I still want to give points but I don't want to choose exactly which games are farther down the second half than others because that seems kinda arbitrary
Glad you like my game. And I have to agree, the game does feel like it could use more content and things to brighten the entertainment; I even noticed it myself during the livestreams Ive done. Of course this is only a 4 day jam so I cant really promise to put so much things in short time.All games played and (very quickly) reviewed.
Apologies if any comments seem harsh or hurtful. That's not my intention. Just trying to give a little bit of feedback.
If anyone wants any more detail, PM me and maybe I'll add a bit more if I get time.
Now...
just have to rank all these...
Anyone who completed The M's game (authors included... you did complete your game, didn't you?), could you please tell me...
what to do at the point where I have second numbers-based lock and a piece of cheese? I couldn't find the password anywhere, and the piece of cheese didn't seem to work on anything
Thanks in advance. ^^
Electroman is screaming:you couldn't change direction in midair, which I've discovered is an objectively bad mechanic unless you're making a fighting game
Thanks! I think it partly comes down to luck. The Nocturne and Count Spookula have the most "human" AI (moderate risk, rerolling low numbers and ghosts) & I had to re-battle both several times in testing - but the other characters are purposely flawed in one way or another. It describes each enemy's strategy in the menu and Madame Ghoulie's is to almost always try and get a spooky flush (hence why she loses all the time! ). What she actually does in the code is basically: If I have 3 or more ghosts already, reroll numbers. If I have fewer than 3 ghosts, reroll ghosts, zeroes and ones.Boo! Dice by GameDevDan
Wow, this is super polished! I think the gameplay is fun, though maybe it's a bit easy. I defeated all of the opponents, and the only one I had to rebattle was the Nocturne, I think his strategy was a bit too similar to mine XD I liked all the variations of opponents, but I really didn't understand Madame Ghoulie, somehow she almost always got zero, no matter what happened. I think the AI could maybe have been better, but if I'm being honest I wouldn't have done any better in your shoes because AI is pretty hard. I did get one spooky flush though, and it was pretty awesome.
Thanks Dadio! Re: theme - it was a super broad theme so I just went with a sort of character/graphical approach rather than a mechanical approach to using it.Boo! Dice by GameDevDan
Very slick, professional feeling, minimal, clean UI and presentation. Game itself was "ok". Yahtzee variant. Didn't really scream "Theme!" to me at all. Elevator music. Something I will say I really like about Dan's games in general is he always attempts something new each time. Each game is very mechanically different. I appreciate that.