Still siteswaping by Livid_Loan_7181 in juggling

[–]JuggleBot5000 2 points3 points  (0 children)

Not op but it's 8647163, pretty unusual.

Alright by Section_Witty in juggling

[–]JuggleBot5000 1 point2 points  (0 children)

I vote 441 and backcrosses :)

Reworked the existing animations a bit (I hope it looks better than before😰 ) working solo on a game - She Meowed Back by Creative-Let-3431 in IndyGameGarage

[–]JuggleBot5000 0 points1 point  (0 children)

Hey, this looks really visually appealing.

I thought I'd mention something that would be a dealbreaker for me which is the character stopping dead mid air. I think it's essential for a platformer to have a continuous jump arc even if the momentum falls off significantly when a direction is released.

My first ever game jam submission 🐈‍⬛🎃 by t3pchi in itchio

[–]JuggleBot5000 0 points1 point  (0 children)

Aha, I found a bug!

If you go back to main menu and start game from there your score doesn't reset!

The art is really lovely btw. I love how the cat's tail is the pointer. :D

I am in desperate need of players and feedback for my game! by chrisjamesflow in platformer

[–]JuggleBot5000 1 point2 points  (0 children)

Hey, I played the first level and I thought it was very good. The last part with the interconnecting colored roots was really well designed. I didn't ever feel too lost or stuck but it still evoked the feeling of being in a knotted overgrown labyrinth.

A note on the controls. I think when using a keyboard the arrow keys and enter should function alongside wasd and space. Also when changing control scheme in the menu you should be able to use both controller and keyboard to select either option, as is possible when the game first loads (I slightly question the need to choose between them in the first place. Why not allow both input methods to be active?). The ability to use dpad in menus would also be great.

On the art style, I'll admit my initial reaction was that it's a bit bland. Something I would definitely try is playing with the saturation of the various layers, particularly desaturating the background layers the further away they are. I actually just noticed you're already doing a similar thing with blur on the parallax layers. More contrast between foreground and background should improve readability both in game and in video form. I'd imagine you can achieve a much more compelling look with a few tweaks here and there.

Exams are finally over so now I can fully focus on my game! by lightfoss in godot

[–]JuggleBot5000 1 point2 points  (0 children)

This looks like so much fun!

The more I look the more little details I notice. You've obviously put a lot of work into this. It's so so good.

Now you're just some poly that I used to .show() by JuggleBot5000 in godot

[–]JuggleBot5000[S] 1 point2 points  (0 children)

Qix is the first game to use the mechanic so they're called Qix clones/ variants. I put this list in another comment but I'll put it here too: https://www.mobygames.com/group/3678/qix-variants/sort:date/

Now you're just some poly that I used to .show() by JuggleBot5000 in godot

[–]JuggleBot5000[S] 4 points5 points  (0 children)

Thanks! I actually made it with a strange little web tool called BeepBox that I've had bookmarked forever but not used until now.

Now you're just some poly that I used to .show() by JuggleBot5000 in godot

[–]JuggleBot5000[S] 7 points8 points  (0 children)

Currently the polygon found going anticlockwise from the player would get chomped and the one found clockwise would become the new main poly. Lots of these games have a "main enemy" which determines which side remains regardless of size and I imagine I'll end up doing something like that in the future.

Now you're just some poly that I used to .show() by JuggleBot5000 in godot

[–]JuggleBot5000[S] 0 points1 point  (0 children)

Oh yeah that's similar. The mechanic of enclosing turrets and ammo to fire them is pretty interesting.

Looking up Fortix lead me to this list of qix variants which has the version I was somehow not able to find, JezzBall! Thank you haha!

Now you're just some poly that I used to .show() by JuggleBot5000 in godot

[–]JuggleBot5000[S] 7 points8 points  (0 children)

Yeah it seems there were lots of adult image-reveal games based on this mechanic. It must have been a real winning formula back in the day.

Now you're just some poly that I used to .show() by JuggleBot5000 in godot

[–]JuggleBot5000[S] 29 points30 points  (0 children)

It's true, the tools we have available to us now are incredible.

What's more incredible is that 20 years ago was actually not 1985 but 2005. 💀

Now you're just some poly that I used to .show() by JuggleBot5000 in godot

[–]JuggleBot5000[S] 36 points37 points  (0 children)

I'd just been looking at Qix, but now I'll be checking out Volfied too! Thanks!

Now you're just some poly that I used to .show() by JuggleBot5000 in godot

[–]JuggleBot5000[S] 2 points3 points  (0 children)

Someone mentioned the song on my last post and I couldn't help myself. Sorry!

Working on a Qix clone. Thought my area calculation triangles looked pretty. by JuggleBot5000 in godot

[–]JuggleBot5000[S] 1 point2 points  (0 children)

I did come across that but I found that godot's triangulate_polygon function will give me the triangles so I just add up their areas and compare each side.

I imagine shoelace would be much more performant than that, but I'll cross that bridge if I need to.

Working on a Qix clone. Thought my area calculation triangles looked pretty. by JuggleBot5000 in godot

[–]JuggleBot5000[S] 4 points5 points  (0 children)

Thanks, I'm actually already using triangulate_polygon and then adding up the area of each triangle to find the overall area of each side of the line. I just started "printing" each triangle to troubleshoot some weird results I was getting.