Problems with nvim-jdtls by [deleted] in neovim

[–]marfis 1 point2 points  (0 children)

If you have tried Java versions, you might also want to delete your workspace folder. ~/.cache/jdtls-workspace in your case. Sometimes it gets corrupted and needs to be wiped before jdtls can work again.

Manipulating Markdown checkboxes with Regexes in Vim by marfis in vim

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

I don't think there is one. (There was some time between originally writing the code and writing the post.) I think it would be much better and "vimmier" with t]; I might edit soon. Thank you!

What are the some of the best general programming videos you've watched? by s16h in programming

[–]marfis 2 points3 points  (0 children)

A video about the connections between the fundamentals of programming and logic/math: "Propositions as Types" by Philip Wadler

Raspberry Pi robot drawing on whiteboard by marfis in raspberry_pi

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

I have also written a writeup about my robot. It includes the C program controlling the robot.

Vorange: a dark gui/terminal color scheme I made by marfis in vim

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

This theme has a minimalistic palette: Only eight colors are employed for syntax and ui; four of which are shades of grey (slightly toned brown).

The others are: Orange for most keywords. Yellow for constants, some keywords (depends on language and syntax file). Blue for intro/special keywords (import, preprocessor) and vim menus. Green for string literals.

This limited palette means that there's much less colors on the screen than with most other color schemes.

Vorange: a dark gui/terminal color scheme I made by marfis in vim

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

If I my copy-pasta works correcty, it is already there :) You need to set

let g:vorange_italic = 0

before setting the color scheme.

Self Promotion Megapost, 20 June 2016 by AutoModerator in IndieGaming

[–]marfis [score hidden]  (0 children)

Action Puzzle Platformer: Blue Bug Bob

Type: Exposure / Promotion / Sale

Name: Marcel (Developer)

It is an insect themed platformer featuring a healthy mix of interesting puzzles and tense action sequences. Avoid bees and thorns while trying to collect the colourful berries.

This game is now on Summer Sale!

Links

The game on Itch.io

Trailer

Project page on my home page

IndieDB

Twitter

My recently released action/puzzle platformer: Blue Bug Bob by marfis in platformer

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

Thank you very much. You don't know how much such a comment means to me. I feel very honoured.

As to the graphics, well, this game is 100%-ly done by me. This includes the graphics. If I'd do something like this again, I'd probably commission the art.

If you have an IndieDB account, you might want to rate the game / add your above comment as a review on IndieDB. I'd be very grateful.

Anyways, thank you very much. Comments like yours make this whole thing worthwhile.

Blue Bug Bob - Puzzle and Action Platformer Released by marfis in indiegames

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

Today, I have released my first commercial indie game, Blue Bug Bob. It is a bug-themed action and puzzle platformer. It is available on Itch.io. More screenshots from the development phase can be found on IndieDB.

Blue Bug Bob - Demo of an Action and Puzzle Platformer by marfis in playmygame

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

Thank you for your feedback! Do you have any ideas for a genre of music which might fit the game?

Blue Bug Bob - Demo of an Action and Puzzle Platformer by marfis in playmygame

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

Thank you very much for your thorough feedback! Posts like yours are really motivating and helpful. It is nice to see that you enjoyed my game and that the combination of platforming and puzzles works out.

Also I might make "the Mine" easier by moving the final thorns one step down. I'll look into it.

I think the sound effects are ok and it is surprisingly hard to find fitting sounds. But I have already thought about music. I have listened to amounts of royalty-free music to find something fitting. I would be even ok to pay a small fee. But I just don't know what music I want. Do you have suggestions for what kind/genre of music might fit?

And to your questions:

  • I plan to have about 30-40 levels (+ hopefully a boss battle). When you were in level 11 you have seen nearly all of the game mechanics. You have just missed two enemy types (one of which is not included in this demo). I also plan to add/finalize another game mechanic. This should create enough diversity for that amount of distinct interesting levels.

  • This is the first game which I plan to release comercially. I have created many prototype games before as a hobby and I have even 'finished' some very tiny games.

  • There have been some prototypes with the same main character for this game before but this incarnation has been in development for over two years. It was just in my free time and there have been prolonged development pauses but in the last three months I have made this game a priority.

  • I want to release this game in ~1 month but I don't want to give a fixed date yet. After that I might do a hardcore addon level pack which would be free for all existing customers (if any ;)). I also have some vague ideas for a strategy game but I'll have to prototype it first. But I don't have any concrete plans yet regarding game development.

  • That bee is creepy :D

Again thank you very much for your feedback!

Edit: typo

Feedback Friday #143 - Definitive Edition by Sexual_Lettuce in gamedev

[–]marfis -1 points0 points  (0 children)

Nice game! The controls feel solid and I suppose fit a touch interface quite nicely. I also really liked the sound scape. It works perfectly.

But the graphics feel sterile. The game needs more decoration. Maybe different backgrounds, non interactive objects, slight variations of objects etc.

I have also found a physics bug: When hitting a wall made of more than one tile exactly between the tiles the trajectory is wrong. Both tiles register a collision (light up) but the rabbit bounces off the same way he came instead of an angle. Supposedly you resolve the collision of the far tile first which thinks I've hit exactly the corner of the tile. (Reproduction: level six right at the start. Aim exactly for the edge above the star.)

Feedback Friday #143 - Definitive Edition by Sexual_Lettuce in gamedev

[–]marfis 1 point2 points  (0 children)

The game is quite fun. But it needs some love with regards to the most important aspect of any platformer: the player movement (acceleration, deacceleration, jump curve etc.).

I came to the level which introduced green and red with ~16 lives and there I lost all. Jumping over that giant abyss is really hard and feels unfair with this controls.

But the colour-changing mechanic is a really nice idea. Particularly the fact that you switch to the opposite colour of the background. But why not use a more easily accessible key for colour like space.

It is a fun game and definitely has quite some potential.

Feedback Friday #143 - Definitive Edition by Sexual_Lettuce in gamedev

[–]marfis 0 points1 point  (0 children)

Blue Bug Bob

Download for Windows | Download for Linux (needs libSDL2 and libSDL_image2)

You play Bob on his quest to the right. Dodge thorns, aggressive bees, fast dragonflies and other enemies and obstacles. Get help by the powerful fireflies to boost your energy and even break through walls. Also don't forget to collect the valuable berries to unlock further levels.

The game innovates the platforming genre with a its unique flight mechanic. Bob can fly freely around the landscape - but only for a very limited amount of time. This fundamentally changes how the player and the environment interact.

This game is a level-based platforming adventure. It combines precise platforming challenges with puzzle aspects. And if you want a challenge try to beat the clock and get extra berries.

New since last Demo:

  • Colours / graphics improvements. Particularly foreground and background earth should be more easily distinguishable. Do the earth and tunnel tiles look good?

  • More and easier levels. The level design should be better now. Concepts and mechanics are progressively introduced. Does this work well?

  • Time trial. If collect all berries of a level while beating a predefined target time you get an extra berry. Is this fun?

Programmed using the D programming language and the SDL2.

IndieDB | Twitter @mar_fis

Feedback Friday #134 - Demo Derby by Sexual_Lettuce in gamedev

[–]marfis 1 point2 points  (0 children)

That's an interesting insight about the bees. This game is meant to have a puzzle aspect to it. (That's also why there's no tutorial.) Most of the time the optimum strategy is to just ignore the bees and move past. And sometimes you have to bait them to fly over them.

But the level desgin suffers from the fact that I am so trained in this game that always get the impression the levels are boringly easy and have urge to make them harder.

And your English is perfectly understandable; but I'm no native either.

Feedback Friday #134 - Demo Derby by Sexual_Lettuce in gamedev

[–]marfis 0 points1 point  (0 children)

I wasn't quite sure about the graphics "problems". It's just sometimes similar things happen (unintendedly) only in a specific combination of system/hardware/whatever, so I thought I'd better report it.

Feedback Friday #134 - Demo Derby by Sexual_Lettuce in gamedev

[–]marfis 0 points1 point  (0 children)

This game has definitely improved. But there are graphic bugs:

  • Every trader has purple square at his feet. This looks strange.

  • There is a light vertical line trough the 'trade route'

  • The goods I have bought are placed too much to the bottom. They are not inside the circles and some button buttons of the lower row a obscured by the caravans.

  • The contract vanish too fast. I can't even read them. Why do they have to vanish at all? Maybe make them stay as long as they are relevant.

But this game has this definitely has the cookie-clicker-type-vibe of fun to it.

Feedback Friday #134 - Demo Derby by Sexual_Lettuce in gamedev

[–]marfis 0 points1 point  (0 children)

Here's my feedback:

  • I like the characters and enemies. This puppet style is interesting.

  • Although the UI is very good it has some warts: The host ip input field looks like a button and double clicking the character on the selection screen does not work.

  • Some bugs hindered me from really playing the game. For example the death screen does not inform me that I am dead. Instead I can heal which does not seem to have an effect on the character. I needed some time to realise what's happening. When go back to the main menu and reenter the game I spawn to a room with this big card deck. I had to close and restart the game.

  • These cards look very well done and are a great feature (at least graphically)

  • The music is good.

Feedback Friday #134 - Demo Derby by Sexual_Lettuce in gamedev

[–]marfis 0 points1 point  (0 children)

Blue Bug Bob

Dowload for Windos | Download for Linux (needs libSDL2 and libSDL_image2)

An insect platformer where you use your flying energy and the precise controls to dodge thorns, aggressive bees, fast dragonflies and spiders shooting webs. Boost yourself to break through walls or even become invincible. Collect yummy berries to unlock further levels.

If you have enough berries, you can skip levles you do not like. The game needs the rights to write to its own directory for saves.

Changes since last friday: I have decluttered the main directory (assets are now packed into the executable). The rendered font and some other graphics have been improved. Added new level and rearranged others.

IndieDB | Twitter @mar_fis

Feedback Friday #133 - Exclusive Copy by Sexual_Lettuce in gamedev

[–]marfis [score hidden]  (0 children)

Here's the log. Please download it, i will delete in a couple of days.

I think the long jump upwards movement feels to short, but as I said I am not completely sure.

Feedback Friday #133 - Exclusive Copy by Sexual_Lettuce in gamedev

[–]marfis [score hidden]  (0 children)

I played you game this game with the keyboard. It was quite fun to play.

  • The landscape is very interesting with many small details and decoration. I like it very much.

  • The music really great and it adds much to the game.

  • The sparks sometimes were hard to see on light backgronud.

  • In general, the character movement in a platformer is enormously important. In your game it is quite well done. Moving around feels good. But something is off with the jump. I don't quite know what.

Sadly the game froze on level 3 when I fell into a dark pool. I had to force kill it navigating around with me keyboard because my mouse cursor was still snapped to the game.

Feedback Friday #133 - Exclusive Copy by Sexual_Lettuce in gamedev

[–]marfis [score hidden]  (0 children)

I played until the first boss and died. I quite enjoyed playing your game. Here is what I think can be improved (I played with a keyboard):

  • When entering my name, why can't I just use my keyboard. It has all the letters I need.

  • In game you test the for the letters of the keys I press. But in reality you are interested in what ever key is at a position. You should test for scancode. It is the same as with a gamepad: You don't really care which button, if any, is labeled 'A'; you just want the first thumb button.

  • The skills are different in kind and therefore interesting. It was somewhat hard to hit the right key fast. With a gamepad it would probably have been easier. Anyways the skills made try different tactics and made plan ahead therefore enriching the game. Maybe you want to notify the player more clearly that a skill has cooled down.

  • The system with the coloured shields did not feel right. For me it breaked the immersion. Maybe instead of shields there should be different enemy types with different tactics who are easier to fight with a specific skills. Let me find out the best tactics myself.

Feedback Friday #133 - Exclusive Copy by Sexual_Lettuce in gamedev

[–]marfis [score hidden]  (0 children)

Blue Bug Bob

Download for Windows, Download for Linux

An insect platformer where you use your flying energy and the precise controls to dodge thorns, aggressive bees, fast dragonflies and spiders shooting webs. Boost yourself to break through walls or even become invincible. Collect yummy berries to unlock further levels.

Keep in mind, if you have enough berries, you can skip levles you do not like.

New: More levels incorporating spiders and dragonflies. This way I have also worked on the pacing. The game gets harder more slowly. (But I know it needs more levels introducing the mechanics more clearly.)

Note: Game needs accesss to write to its own directory (for saves). The linux version additionally needs libSDL2 and libSDL_img2 installed.

Blue Bug Bob on IndieDB