@Parasyte Thanks for the bug check! If those are the worst errors you found, I'm really quite pleased:
1. I wasn't thrilled about the semi-colon in the filename of the LPC entry, but with our limited knowledge of attribution standards we didn't know if we were allowed to change the name to something less iffy with JS. Looks like we should have!
2. There is only one place that I know of (in the locally-running version) that has the "call undefined" error, and that's when entering the castle for the first time. I don't think it breaks anything, though, at least not in that particular instance. The error shows up whenever a cutscene terminates early, which should only happen when more than one executes at once (which, again, only happens once and halfway-intentionally).
3. That last one is known, kind of. You're not supposed to be able to swap to the Desolation in that level, so we didn't implement the Desolation version. That you're able to swap is the bug. Good catch!
@Nushio Wow, our first review for our first game! *milestone'd* Thank you! I think it's great that you're reviewing and providing an overview of the entries, for those of us that might not be able to handle the more difficult compilation instructions for the non-HTML5 games.
Wow, thanks for hosting it Nushio! That's very kind, it's much easier to share that way. After we submitted the game, my collaborator pointed out that .lnk's are Windows-only, which is...just...great. Having a single URL that works is a much better solution.
As for the ending: The fight with the King cuts off after one hit, because that's all I was able to include before the deadline. What else I had was not enjoyable or nearly polished enough to include in the final version. You're actually (probably) supposed to see a "Thanks for playing" message after it fades to black...Oh well. There was a proper ending in mind, the fade to black is not it.
Our 1.1 update was not supposed to add any new content, just fix the castle so that you could get TO the King at all. We felt that if we made any significant changes/additions, it should not happen until after the LPC judging is complete. AfterImage will definitely be revisited someday, and given the time it deserves!
There's no new content, we just fixed the issues with the last level. You should be able to play all the way through to the end now. The only things that was not fixed were the odd colliders in the storeroom, as those were not actually game-breaking (and Crafty makes it very difficult to profile incorrect behaviour).
We're planning on having a write-up by the end of the week. It might not be a full post-mortem, but just something to share about some of the issues we had and decisions we made as first-time developers.
Attributions were a pain for us...I didn't realize how much work they were going to be, a few hours were spent on the last day just tracking stuff down. It was not fun.
That last level is a mess. We had it working, then changed some things, and couldn't fix it before the deadline submission. When we "patch" it this weekend, all the fixes are going to be with that level.
Sleep? I don't think we put sleeping into the game...But I have been missing a lot of sleep myself. Can you let me know more what you mean?
I should note that we developed this for Chrome or Firefox, I can't guarantee that all the features even work outside of Chrome. Again, Crafty is a very immature engine.
This has bugs in the final levels, and the game bugs out right before the end. I will be posting a patched version in the next few days, so that even if we aren't judged on it people can still play it. Enjoy!
Well, our entry was too large to upload, and we weren't working off of any sort of repository...So I posted a public link to my Dropbox. I hope that's acceptable, as we really didn't have any other way to do it after we realized how large the entry would be.
I'm hoping to have a patch version that fixes the last-level breaks tomorrow. For now, I'm looking forward to sleeping for the first time in weeks. Thanks for the fun!
@Parasyte Thanks for the bug check! If those are the worst errors you found, I'm really quite pleased:
1. I wasn't thrilled about the semi-colon in the filename of the LPC entry, but with our limited knowledge of attribution standards we didn't know if we were allowed to change the name to something less iffy with JS. Looks like we should have!
2. There is only one place that I know of (in the locally-running version) that has the "call undefined" error, and that's when entering the castle for the first time. I don't think it breaks anything, though, at least not in that particular instance. The error shows up whenever a cutscene terminates early, which should only happen when more than one executes at once (which, again, only happens once and halfway-intentionally).
3. That last one is known, kind of. You're not supposed to be able to swap to the Desolation in that level, so we didn't implement the Desolation version. That you're able to swap is the bug. Good catch!
@Nushio Wow, our first review for our first game! *milestone'd* Thank you! I think it's great that you're reviewing and providing an overview of the entries, for those of us that might not be able to handle the more difficult compilation instructions for the non-HTML5 games.
Wow, thanks for hosting it Nushio! That's very kind, it's much easier to share that way. After we submitted the game, my collaborator pointed out that .lnk's are Windows-only, which is...just...great. Having a single URL that works is a much better solution.
As for the ending: The fight with the King cuts off after one hit, because that's all I was able to include before the deadline. What else I had was not enjoyable or nearly polished enough to include in the final version. You're actually (probably) supposed to see a "Thanks for playing" message after it fades to black...Oh well. There was a proper ending in mind, the fade to black is not it.
Our 1.1 update was not supposed to add any new content, just fix the castle so that you could get TO the King at all. We felt that if we made any significant changes/additions, it should not happen until after the LPC judging is complete. AfterImage will definitely be revisited someday, and given the time it deserves!
Alrighty! Here is AfterImage version 1.1
There's no new content, we just fixed the issues with the last level. You should be able to play all the way through to the end now. The only things that was not fixed were the odd colliders in the storeroom, as those were not actually game-breaking (and Crafty makes it very difficult to profile incorrect behaviour).
We're planning on having a write-up by the end of the week. It might not be a full post-mortem, but just something to share about some of the issues we had and decisions we made as first-time developers.
Attributions were a pain for us...I didn't realize how much work they were going to be, a few hours were spent on the last day just tracking stuff down. It was not fun.
Whoops, the .lnk apparently points to a static directory on my machine. AfterImage.htm is in the scripts directory.
That last level is a mess. We had it working, then changed some things, and couldn't fix it before the deadline submission. When we "patch" it this weekend, all the fixes are going to be with that level.
The sword was from http://opengameart.org/content/lpc-medieval-fantasy-character-sprites, the expansion pack. Super great collection.
Sleep? I don't think we put sleeping into the game...But I have been missing a lot of sleep myself. Can you let me know more what you mean?
I should note that we developed this for Chrome or Firefox, I can't guarantee that all the features even work outside of Chrome. Again, Crafty is a very immature engine.
I guess it would be good if I could share the link outside the entry form: https://www.dropbox.com/sh/8198qxipmxxhn3q/U-dnEBOLIm/afterimage_v1.7z
This has bugs in the final levels, and the game bugs out right before the end. I will be posting a patched version in the next few days, so that even if we aren't judged on it people can still play it. Enjoy!
Well, our entry was too large to upload, and we weren't working off of any sort of repository...So I posted a public link to my Dropbox. I hope that's acceptable, as we really didn't have any other way to do it after we realized how large the entry would be.
I'm hoping to have a patch version that fixes the last-level breaks tomorrow. For now, I'm looking forward to sleeping for the first time in weeks. Thanks for the fun!
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