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Alex
Developer

Joined: 05 Sep 2005
Posts: 1159

PostPosted: Tue Nov 25, 2014 3:22 pm    Post subject: Reply with quote

Fixed a lot of stuff with grappling hook, and added ability to adjust length, and also walk on floor while hooked.
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Alex
Developer

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PostPosted: Tue Dec 02, 2014 11:53 am    Post subject: Reply with quote

I can play through my Quasi game from start to end now. Now I just have finishing touches to do, and it should be done. There's no sound, so I need to sort that out too.
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Alex
Developer

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PostPosted: Wed Dec 03, 2014 5:40 pm    Post subject: Reply with quote

trying to make music for my game.. what do you think of my attempt? http://youtu.be/iap7wFSJjbs
was envisioning it as the title screen music while I made it..
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Sirocco
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PostPosted: Wed Dec 03, 2014 6:05 pm    Post subject: Reply with quote

It's pretty decent. Lacks focus at small points, but is kinda catchy in an old SID sense.
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Alex
Developer

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PostPosted: Wed Dec 03, 2014 7:15 pm    Post subject: Reply with quote

Thanks, I'll try to work on making it more focused.
I find that the slower I work at it, the easier it is to make things flow together- something about the absence of sound allowing the untrained mind to comprehend stuff better. I had a tendency to try to add too much when I began playing around, but playing with less allows that focus to emerge I think..
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mikedoty
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Joined: 18 Mar 2006
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PostPosted: Thu Dec 04, 2014 7:25 am    Post subject: Reply with quote

It sounds good, but personally not a fan of the very high-pitched layer that accents the piece off and on. I think it's just the "instrument" (i.e. if it sounded like a flute I think I would react better). And it's just one listener's perspective. :)
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Gil
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Joined: 14 Nov 2005
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PostPosted: Thu Dec 04, 2014 8:05 am    Post subject: Reply with quote

It sounds good, I just miss some drums.
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Alex
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PostPosted: Thu Dec 04, 2014 5:29 pm    Post subject: Reply with quote

thanks for the feedback.. here's an updated version, bit longer and I think it flows better.
http://youtu.be/4M-aafkIKYQ
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Gil
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PostPosted: Thu Dec 04, 2014 7:16 pm    Post subject: Reply with quote

Better for sure :)

I can dig this.
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Alex
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PostPosted: Sat Dec 06, 2014 12:54 am    Post subject: Reply with quote

cool :)
here's a practice song I'm working on.. http://youtu.be/tpY6Qrw0nJw
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Gil
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PostPosted: Sat Dec 06, 2014 4:11 am    Post subject: Reply with quote

Works for me :)
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Alex
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PostPosted: Sun Dec 07, 2014 12:23 am    Post subject: Reply with quote

Been using Famitracker to make them- I like that it is simple to put together stuff with it.
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Alex
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PostPosted: Tue Dec 23, 2014 12:50 pm    Post subject: Reply with quote

Anyone with a mac want to test my game to see if it runs / runs smoothly?

also anyone on linux? ..I may have to create a shell wrapper to get it working on linux, but not sure how I do that. see issue here:
https://github.com/rogerwang/node-webkit/wiki/The-solution-of-lacking-libudev.so.0
Anyone understand how to do that?
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IMakeGames
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PostPosted: Tue Dec 23, 2014 12:51 pm    Post subject: Reply with quote

I can test on a mac! :)
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Alex
Developer

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PostPosted: Tue Dec 23, 2014 1:20 pm    Post subject: Reply with quote

alright, sent you a pm!
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BadMrBox
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PostPosted: Tue Dec 23, 2014 7:08 pm    Post subject: Reply with quote

I can test it on my windows computer. It will probably not work. Nothing ever works. I think my computer hates life.
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Alex
Developer

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PostPosted: Tue Dec 23, 2014 9:11 pm    Post subject: Reply with quote

alright, once I finish making some changes, I'll send you a pm.
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Alex
Developer

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PostPosted: Wed Dec 24, 2014 7:50 pm    Post subject: Reply with quote

okay, so I remembered I had a virtualbox setup with linux..
I used that to test my linux export of my game.
Node-webkit has a dependency that newer distributions of linux don't have (libudev.so.0)..
I posted a link about this in a post above.
I used HexEdit to change the 0 to a 1, and it runs :)
If I understand correctly, I'll have to provide both versions and allow users to choose between them depending upon the linux distribution they are using..
I also had to right-click the file, select properties, and enable execute permission on the executable in order to make it run.. I guess this is some common linux procedure I'm unfamiliar with.

Also, I realized that webgl is necessary in order to play my game, because my virtualbox didn't seem to have it enabled. So I'll have to make sure to make a note of that in the system requirements for my game when released. Otherwise, things won't look correct.

So, it seems as if everything is working for windows/osx/linux!!
Now I just have to continue polishing up things and tweaking things until I feel ready to release it.
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BadMrBox
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PostPosted: Fri Dec 26, 2014 7:17 am    Post subject: Reply with quote

It works great on my windows computer. I was somewhat surprised over that to be honest XD.
I got my way over to the 4 skulls under the bridge but I got stuck there. I couldn't figure out what to do there.

The skulls seems to be a little buggy. The player can pick up several at the same time. I managed to pick up three at the same time and you can place them partially inside walls.
I'll randomly get a loud plopping sound when moving up in the menu. It's quite random and doesn't happen that often.
Other than that I dont seem to have found anything I would consider to be a bug. The control is solid and the art is great :).

Please consider to make so that the game saves the volume settings between sessions.
I would consider to slow down the characters sprite flipping a bit (is the flashing option in the menu meant for that? If so it doesn't work).

edit: I remembered to cross the beams. now I'm playing sround with the skelly and the ghost.
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Alex
Developer

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Posts: 1159

PostPosted: Fri Dec 26, 2014 10:35 am    Post subject: Reply with quote

Hm.. seems like people get confused with that part with the skulls. I made the guy before that part mention the crossing bit to hopefully give a clue to it, but seems like it's not quite apparent yet. I'll have to brainstorm on how I could make it more clearer- I may just have to spell it out for players.

I went and fixed those issues with the quirky behavior of the skulls..
Not sure what the deal is with the menu sound popping. Might be something beyond my control. Does it play a sound when you move up and down in the menus? or is there no sound when you do that? Because there should be a little sound for feedback when moving up and down in the menu.
Also, I went and implemented saving of your settings so you don't have to set it each time. I've been meaning to do this but kept putting it off.
Also, made the flashing of the character adjustable with the flashing setting. I thought it might be more distracting if it went slower, but I guess it'll be up to whoever is playing to decide that now.

btw, I might be changing some of the ending to the game.. still unsure how to handle that bit.
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BadMrBox
Developer

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PostPosted: Sat Dec 27, 2014 7:58 pm    Post subject: Reply with quote

It's a very short static noise that is heard slightly before the real sound plays. It happens rarely and from what I can tell only when the up key is pressed. I would guess it's your sound library that acts a little quirky. I dont think it's very noticeable at all if you have the sound at 100%.
The soundlevel on the teleporters seems to be higher than everything else btw.

I haven't been able to finish the game yet. I got stuck on the screen with the skeleton and ghost XD. I'm sure the person in the robes told me exactly what to do, I'm just not used to have to pay attention.
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Alex
Developer

Joined: 05 Sep 2005
Posts: 1159

PostPosted: Sun Dec 28, 2014 9:25 am    Post subject: Reply with quote

hm.. I wouldn't have expected someone to get stuck there, so that is good to know.
The more I let people test my game, the more I realize how important it is.
As for the sound thing, I don't think I can do anything about that since I'm using Construct 2 to make this.
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Alex
Developer

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PostPosted: Fri Jan 09, 2015 11:58 pm    Post subject: Reply with quote


http://prominent.itch.io/quasi
released
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IMakeGames
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PostPosted: Sat Jan 10, 2015 5:12 am    Post subject: Reply with quote

Congratulations! It's a big feat to get out a complete game! :)
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Sirocco
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PostPosted: Sat Jan 10, 2015 8:52 am    Post subject: Reply with quote

That was pretty fast!

How has the experience been with itch.io?
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