But I found something confusing.
- If I take a running leap from here,
- I end up on top of this structure.
- If I press Select here, nothing happens.
- And my way is blocked.
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Cool, thanks for checking that before I got the chance! Will still get around to that in a few days. (Hoping I can do it before Ludum Dare; I'll be checked out that whole weekend)JRoatch wrote:Ok, I got a small multi-cart with the a53 menu compiling, and I can confirm that start+select returns to the multicart menu.
I still suggest that the magic $db byte be the first byte instead of the last mainly because assemblers and compilers allocate starting from the first byte. That way there will be a greater chance of wiping the whole save when other things partially write into that page.
Thanks for testing that, and reporting that bug. Looks like a level design bug - I've just put in a fix to make the ice castle thing a little bigger so you can't get on top of it. (I'd like the engine to be smart enough to not let me do that... but I never was able to come up with a good way to do it.) The castle actually looks a bit better that way anyway.tepples wrote:I confirmed that the Action 53 version returns to the menu.
But I found something confusing.
- If I take a running leap from here,
- I end up on top of this structure.
- If I press Select here, nothing happens.
- And my way is blocked.
That's kind of concerning - it shows up once you've beaten all levels, or at least it should. I haven't done a full play-through after the last few builds (naughty me!) and need to get around to that - it's possible I broke it. I'll be sure to check that.JRoatch wrote:For some reason I never got the level select screen in my play through of this build.
It was exactly as fast as I could read it…which means it's too fast.calima wrote:Great game. The intro text went too fast for me to read, though.
By far the most common piece of feedback I got. I halved it in the post-compo version and that helped. (Though now the music sounds worse, and I didn't compose a replacement, but... at least the story's readable)It was exactly as fast as I could read it…which means it's too fast.
There's no guard against shifting onto a ghost enemy in the final warp-level, and if you do, you just die without seeing what killed you, making me think a few times that enemy corpses gained "touch=kill" at that level, which they don't.
There's another place you can get trapped, by jumping to the right over some ice (somewhere in the mid-levels? ) but that one allows you to kill yourself, so I wasn't stuck. Tepples caught this.
[and]
There's a place where lava tiles are level with the ground surrounding it, and as a result, Waddles gets burned at a different location than "this is the last pixel I could jump from" when it's not lava.
You're actually the first to mention this - I had that thought myself and struggled with it a bit. The problem is, it isn't 1 tile; it's 5 (one per dimension)... and each of those are comprised of 4 chr tiles -- so each switchable tile ends up taking up 20 chr/256. I had a full row of switchables, and I didn't have room for much more.Stacking the tree graphics is ugly; they're not drawn to be over nonground. Have you got spare CHR? There are even points where it wasn't necessary as the trees are under a solid wall…
This is another piece of feedback I got a lot (alongside not having any acceleration in the character's movement) and sadly one I never fixed. The hangup here is that changing that would change how far Waddles can jump - which would require redesigning a lot of levels. I'm mainly thinking of the few fake-out jumps, but this would also likely create new places to get stuck.The 2.5 block standing jump is …I don't think I have succeeded on anything except "stomp snake or turtle" with it. Adding half a block to it and the walking jump might help a lot.
That.. sucks. I didn't realize this until after the contest but it's really true. The first few levels had small almost-puzzles, but I never really grew those out - later levels focused entirely on platforming. This also really points to needing to redesign all of the levels.It's a bit more straightforward and less spooky than Eversion; there's no point where there's a forced transition and no point where taking a warp is the wrong move (though it might miss you one or two gems half a screen further).
Funnily enough I never seriously considered this. It was a fleeting thought at one point, but no more.Mid-level checkpoints might be nice; Eversion had those. It would mean you'd want to add "restart from beginning" as well as the "restart from checkpoint" as separate options in the pause menu, though.
It's a complete game! It's fun! It's the first one I played through to completion of the compo!it scored poorly and for good reason.
The point was, for such a tree-block under a wall, you only need to make the trees-portion one-tall, rather than some of the 3- or 4-tall which looks ugly, and cover the rest with solid brick.Also, the trees under a solid wall were generally put there to block the way until you switched dimensions. They had function going for them, but certainly not form...
They're fine as-is, they're supposed to be the Highest Difficulty enemy. The problem is that in the "auto-switching" level, the ghost trapped in the switchback…Yeah, I probably made those guys a little too fast. That combined with the blinking didn't go well. I never figured out a great solution to this one; it's in the final build. I do want to make them hard, but of course not unfair.
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