Took some serious midnight oil but I just barely made it, even with a last minute patch to make the menus respond to all the face buttons instead of just B.
Anyway, I gave it my all this year. Don't know if Yulpers has got what it takes to compete with VinnNo.0's master work, but hopefully it'll at least make some folks smile.
ps
Sorry for the test post, wanted to make sure OGA would take a post from my phone as I've been having trouble with that lately. Well it took the test post but sure enough after I'd pecked out my full on mangum opus on the tile based collision it failed to take so that one will have to wait for another day. Right now I'm going to go get some sleep. :)
@Spring: Yeah, feeling like a hypocrite over hear because I'm really enjoying reading about everyone elses' projects but I realize I really haven't said much about my own. Mostly that's just because I've been so nose down working on it, I haven't been up for air enough to post any progress updates. But I can't it's also partly a bit of playing secret squirrel on my part. I always like to wait until things are good and ready before I show anything. But at the risk of ruining all the surprise, here's a little teaser for how things are working out for Yulpers...
@all: Stop dumping on Game Maker! You're making me feel good about sticking to my goofy home-brew engine, I just know that can't be right! :) If it helps, I just lost 2 hrs of precious time in the home stretch here because I changed the font for my in-game menus and my crappy home-made GUI code requires me to hand place all that stuff by twiddling text files until your head explodes. Then I lost another hour hand drawing a new button because I needed a wider one to fit the word 'YES' on it.
PS:
Whoops, I totally mapped jump to the space bar and yulp to ctrl! Sorry, didn't mean to make anybody shudder! I've added mappings for x and z so hopefully that washes my sins a bit. Would love to do user customizable controls but definitely out of time for that now.
Monday, July 23, 2018 - 04:55
@Spring & VinnNo.0:
Don't worry guys, trust me everyone is making lots of cuts and compromises in order to make the Jam deadline.
Good news is most folks voting on the Jam will totally understand. I personally give consideration to ambition when I vote for entries.
And seriously VinnNo.0, if what you submit is even a 10th of what appears in that WIP video on itch.io, you got nothing to worry about!
@JenosaidoZombie: Welcome! Glad to have you aboard!
@All: My entry is coming along, but definitely feeling the crunch this week. A month seemed like an enternity on July 1, but darned if nothing eats time like game development!
Don't I wish! Hitting crunch time myself, got a lot left to do and just a few days to do it as I will be traveling all weekend. Think it'll be worth it though, definitely feeling the magic on this one. :)
@Spring: Guessing whose going to win the jam could be a game in itself! So there's another idea for you for the next time ;)
@Vimm.No: Don't feel the least bit guilty, you are doing exactly what we were all told to do! Seriously, it's obvious you made really, really good use of all the prep time we were given, and I totally applaud you for that! Pre-production is no joke. Aside from being a lot of work, it takes a lot of vision to be able to plot out a game in advance. Most folks just get an idea and then start tinkering to see where it goes. I know that's my usual style. So hat's off to you for being so organized and being able to 'see' so much of your game before you were able to play any of it.
Yulpers is coming along well. Or at least I though so until I got a look at Vinn.No project!
Yikes! Time to step up my game I guess! :)
Thursday, July 12, 2018 - 06:22
@Lightwatch: No worries. Game is great! What fun to see these sprites come to life! I'd say you got pretty close to exactly what I was thinking of in terms of gameplay. I like the level designs, nice and big with an emphasis on exploring vs. pure action.
Two comments:
1) The jump is very 'sproining' if that's a word. Muckety shoots up quick, but snaps back down just as quick. Two things to try: use a lower gravity and a lower initial jump velocity. That'll make for a loftier jump. You really want to emphasize time spent at the the 'crest' or top of the jump, that's what feels best for the player (at least for this kid trained on years of Mario ;) You might also try capping the downward velocity. That's another trick I've used before. It violates all laws of physics but it tends to feel better, gives the player more control about where they land. Or at least, more of a feeling of control over where they land.
2) There seems to be a tremendous lag between when you press Z and when Muckety actually spits. Is that intentional?
Finally, small request, would it be possible to make 'space' jump also? My browser (Firefox) won't stop scrolling around the page while I play! :)
Well, just some thoughts, game is very cool as is, thanks so much for sharing it with everyone!
Thursday, July 12, 2018 - 04:55
@Lightwatch: Can repost the link? it seems to be missing from your comment for some reason.
Anyway, super excited to see what you've come up with! Thanks mucho for letting us know about your game! :)
@Spring: yay! glad to hear it! Also that credits list looks good to me, bonus points if you could squeeze an OGA reference in there, like maybe:
'Uses graphics from OpenGameArt.org by'
But honestly, what you have is fine. TBH, that's a great way to phrase it, gives proper credit but doesn't imply any association with the artists. I'll switch to something like that for my credits.
Alright, Yulpers is a go!
Took some serious midnight oil but I just barely made it, even with a last minute patch to make the menus respond to all the face buttons instead of just B.
Anyway, I gave it my all this year. Don't know if Yulpers has got what it takes to compete with VinnNo.0's master work, but hopefully it'll at least make some folks smile.
ps
Sorry for the test post, wanted to make sure OGA would take a post from my phone as I've been having trouble with that lately. Well it took the test post but sure enough after I'd pecked out my full on mangum opus on the tile based collision it failed to take so that one will have to wait for another day. Right now I'm going to go get some sleep. :)
Testing
@Spring: Yeah, feeling like a hypocrite over hear because I'm really enjoying reading about everyone elses' projects but I realize I really haven't said much about my own. Mostly that's just because I've been so nose down working on it, I haven't been up for air enough to post any progress updates. But I can't it's also partly a bit of playing secret squirrel on my part. I always like to wait until things are good and ready before I show anything. But at the risk of ruining all the surprise, here's a little teaser for how things are working out for Yulpers...
@all: Stop dumping on Game Maker! You're making me feel good about sticking to my goofy home-brew engine, I just know that can't be right! :) If it helps, I just lost 2 hrs of precious time in the home stretch here because I changed the font for my in-game menus and my crappy home-made GUI code requires me to hand place all that stuff by twiddling text files until your head explodes. Then I lost another hour hand drawing a new button because I needed a wider one to fit the word 'YES' on it.
PS:
Whoops, I totally mapped jump to the space bar and yulp to ctrl! Sorry, didn't mean to make anybody shudder! I've added mappings for x and z so hopefully that washes my sins a bit. Would love to do user customizable controls but definitely out of time for that now.
@Spring & VinnNo.0:
Don't worry guys, trust me everyone is making lots of cuts and compromises in order to make the Jam deadline.
Good news is most folks voting on the Jam will totally understand. I personally give consideration to ambition when I vote for entries.
And seriously VinnNo.0, if what you submit is even a 10th of what appears in that WIP video on itch.io, you got nothing to worry about!
@JenosaidoZombie: Welcome! Glad to have you aboard!
@All: My entry is coming along, but definitely feeling the crunch this week. A month seemed like an enternity on July 1, but darned if nothing eats time like game development!
> give yourself a break if you need one!
Don't I wish! Hitting crunch time myself, got a lot left to do and just a few days to do it as I will be traveling all weekend. Think it'll be worth it though, definitely feeling the magic on this one. :)
@Spring: Guessing whose going to win the jam could be a game in itself! So there's another idea for you for the next time ;)
@Vimm.No: Don't feel the least bit guilty, you are doing exactly what we were all told to do! Seriously, it's obvious you made really, really good use of all the prep time we were given, and I totally applaud you for that! Pre-production is no joke. Aside from being a lot of work, it takes a lot of vision to be able to plot out a game in advance. Most folks just get an idea and then start tinkering to see where it goes. I know that's my usual style. So hat's off to you for being so organized and being able to 'see' so much of your game before you were able to play any of it.
Yulpers is coming along well. Or at least I though so until I got a look at Vinn.No project!
Yikes! Time to step up my game I guess! :)
@Lightwatch: No worries. Game is great! What fun to see these sprites come to life! I'd say you got pretty close to exactly what I was thinking of in terms of gameplay. I like the level designs, nice and big with an emphasis on exploring vs. pure action.
Two comments:
1) The jump is very 'sproining' if that's a word. Muckety shoots up quick, but snaps back down just as quick. Two things to try: use a lower gravity and a lower initial jump velocity. That'll make for a loftier jump. You really want to emphasize time spent at the the 'crest' or top of the jump, that's what feels best for the player (at least for this kid trained on years of Mario ;) You might also try capping the downward velocity. That's another trick I've used before. It violates all laws of physics but it tends to feel better, gives the player more control about where they land. Or at least, more of a feeling of control over where they land.
2) There seems to be a tremendous lag between when you press Z and when Muckety actually spits. Is that intentional?
Finally, small request, would it be possible to make 'space' jump also? My browser (Firefox) won't stop scrolling around the page while I play! :)
Well, just some thoughts, game is very cool as is, thanks so much for sharing it with everyone!
@Lightwatch: Can repost the link? it seems to be missing from your comment for some reason.
Anyway, super excited to see what you've come up with! Thanks mucho for letting us know about your game! :)
@Spring: yay! glad to hear it! Also that credits list looks good to me, bonus points if you could squeeze an OGA reference in there, like maybe:
'Uses graphics from OpenGameArt.org by'
But honestly, what you have is fine. TBH, that's a great way to phrase it, gives proper credit but doesn't imply any association with the artists. I'll switch to something like that for my credits.
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