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Saturday, August 22, 2015 - 15:21

This thread was submitted three times; I've deleted the other two.

Regarding your game, the concept sounds great, but do you have anything to show off yet? Code, concept art, perhaps even a gameplay demo? Most artists tend to be reluctant unless there are signs that the project will succeed and their work won't end up unused.

Saturday, August 9, 2014 - 21:33

Bugs I encountered:

  • When playing the items and zones tutorials in a desktop browser using a keyboard for controls, you don't seem to call preventDefault() on keyboard events when a quest is completed and the next info screen displayed. This is particularly annoying when the quest is completed by checking in a checkpoint, which causes the browser to scroll down by half a screen.
  • Some translations are missing: The "finalizar" button, the "rejugar" button, and the info message shown when attempting to view the achievements in the web version.

Gameplay-wise, I feel like it would be useful to have an indicator of how long an item is still going to last. Perhaps you could also think about tweaking the difficulty curve a bit, as my impression was that your life bar barely changed for too long, only in order to deplete so quickly that even the red powerup couldn't help after some point.

And, as a final remark: From the title of your game I would have imagined that the checkpoints are spawned in such a way that beating them would result in some kind of rythm or melody, like in Guitar Hero or similar games.

Sunday, May 11, 2014 - 19:39

Why do you even want each frame of the animation to be in its own image? Usually, you'd want to have one spritesheet with all the animations and then only render those portions of the image that compromise the current frame.

If you still insist on splitting the spritesheet into individual pieces, provided you have ImageMagick installed and the spritesheet is aligned to a regular W x H grid, the following command will split the image:

convert -crop WxH input.png frame_%03d.png

Sunday, April 6, 2014 - 10:10

Yeah, I'm getting that, too. Are you sure your repo is public and not private, andrew?

Saturday, April 5, 2014 - 18:10

@Kyle: Sure, it's CC0. You don't even need to credit us, though we'd of course appreciate it.

Saturday, April 5, 2014 - 08:24

> Are you running anything that modifies the stylesheet in some way?

No, I don't. However, the Archlinux build of chromium seems somewhat broken, maybe that's the reason? Or just different default stylesheets? Anyway, it works for me now. Thanks, bart :)

Friday, April 4, 2014 - 19:52

Sure, here are two screenshots. In the first one, the Collect into... feature is enabled, but due to the broken CSS, all the plus buttons are in the lower right corner:

First screenshot.

For the second screenshot, I've used chromium's builtin dev tools in order to add "position: relative" to the 'view-mode-art_preview' class. However, it is still not perfect, because the layout engine draws the preview images on top of the buttons:

Second screenshot.

That's why you would also need to make sure that the plus buttons (the elements of the 'field-name-collect-toggle' class) are inserted into their parents last.

 

Friday, April 4, 2014 - 10:53

I think this could be fixed without too much effort:

http://opengameart.org/forumtopic/bug-collect-into-css-error

Sunday, August 18, 2013 - 18:24

I dont need credits, i just dont want selfish people that dont want to share things with others.

Emphasis mine. CC0 does not include a share-alike clause, so I don't think that would be in the intent of the author. Besides that, I can't release this under a different license, only the author can. And she decided to release it under CC-BY-SA (on dA, click on Details to see the license). However, you are of course free to contact her and ask whether she could release this piece under a more permissive license, in which case I would happily comply and change the license here aswell.

Sunday, July 21, 2013 - 10:44

@Buch:

Both WASD and arrow keys work fine for me on chromium.

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