# Cutey Zone

## General Category => Cute Discussion => Topic started by: aimaina on December 17, 2016, 01:13:18 AM

Title: vibeo game???
Post by: aimaina on December 17, 2016, 01:13:18 AM
yeha im started making a "vineogame" once a gain..... right now its got nothing really on it cept some cool ass screen transitions but perhaps it shall be updated over time.....

love-game.net/witch (http://love-game.net/witch)

that link actually goes to the newest version v0.0003.... u can see earlier versions by adding the version number to the url like love-game.net/witch/0001 (http://love-game.net/witch/0001) not much point until i add the version-switching puzzles tho......

not rly lookin for feedback at this point since theres no real feed to back on but if u like anything or think anything is cute let me know......
Title: Re: vibeo game???
Post by: SquareWheel on December 17, 2016, 01:37:31 AM
Is that GameMaker?  Seems to run pretty well in a browser.
Title: Re: vibeo game???
Post by: aimaina on December 17, 2016, 01:49:06 AM
yeha for me the framerate in gm html5 games is usually a bit choppy, but it might just be because im on a kinda old lap top & its still pretty playable even with the choppiness.... i have an unfinished cat planet html5 port & i was surprised at how well that runs
Title: Re: vibeo game???
Post by: hubol on December 17, 2016, 06:00:06 AM
cute i'll check it out tomorrow morning @ worky!!!! :dancedog:
Title: Re: vibeo game???
Post by: hubol on December 17, 2016, 11:23:51 PM
this game has good colors!!!!!!!
Title: Re: vibeo game???
Post by: hubol on December 17, 2016, 11:24:21 PM
also the room transition thing is kinda funny
Title: Re: vibeo game???
Post by: aimaina on December 18, 2016, 12:25:14 AM
thanks!! im tryin out a bit of a different art style for this using softer & less saturated colors.....

also i updated it again and theres bouncy muchrooms now.... love-game.net/witch/0004 (http://love-game.net/witch/0004)
Title: Re: vibeo game???
Post by: vgperson on December 18, 2016, 12:35:03 AM
I can only picture this being the version of Loverinth you imagined, where the witch is in a literal maze instead of a Maze of Emotion and Socialization, Within What's Arguably A Literal Maze.
Title: Re: vibeo game???
Post by: aimaina on December 18, 2016, 12:47:42 AM
i love mazes especially when theyre in a video game..... i dont know how mazey this game will be overall but itll definitely be a cute witchy world with a few mazes in it
Title: Re: vibeo game???
Post by: aimaina on December 18, 2016, 12:54:43 AM
hey vg u should watch flip flappers..... its a good anime and it has metaphors in it.....
Title: Re: vibeo game???
Post by: hubol on December 18, 2016, 01:40:04 AM
i found a secret in the first room!!!!! cute!!!! :dancedog:
Title: Re: vibeo game???
Post by: aimaina on December 18, 2016, 02:02:16 AM
yeha!! theres two actually but one is more cuter than the other im guessing you found the cute one
Title: Re: vibeo game???
Post by: SquareWheel on December 18, 2016, 02:40:01 AM
Secret spoils (http://i.imgur.com/Da7pFk2.png)
Title: Re: vibeo game???
Post by: aimaina on December 23, 2016, 05:51:47 PM
got an update.... love-game.net/witch/0005 (http://love-game.net/witch/0005)

only one new content was added (a fluffy cat) but now theres a cute border/background thing that resizes itself to fit ur browser window & i rewrote part of the collision engine.... if u manage to get stuck in a block or something let me know
Title: Re: vibeo game???
Post by: hubol on December 23, 2016, 06:14:54 PM
love it!!!!!!!!!!!! :dancedog:
Title: Re: vibeo game???
Post by: aimaina on December 24, 2016, 04:56:53 PM
love-game.net/witch/0006 (http://love-game.net/witch/0006) i added a "mush room" over to the right....
Title: Re: vibeo game???
Post by: hubol on December 24, 2016, 06:56:08 PM
http://www.residents.com/historical4/mushroom/
Title: Re: vibeo game???
Post by: hubol on December 26, 2016, 06:01:31 PM
lmao i love how erratic bouncing against mushrooms in a small space is...... i wonder if theres a secret when u hit almost every mush..........
Title: Re: vibeo game???
Post by: SquareWheel on December 26, 2016, 06:45:29 PM
I was thinking about speed run strats where you use mushrooms to bounce haphazardly through an area.
Title: Re: vibeo game???
Post by: hubol on December 26, 2016, 08:35:14 PM
sounds cute (cut'd!)
Title: Re: vibeo game???
Post by: haipa on December 26, 2016, 09:39:49 PM
merry boxmas every1dy
Title: Re: vibeo game???
Post by: aimaina on January 01, 2017, 02:06:15 AM
love-game.net/witch/0007 (http://love-game.net/witch/0007) i added trees and some kind of egg.... i wonder what it will hatch in to?

Title: Re: vibeo game???
Post by: juner on January 01, 2017, 02:46:48 AM
this is very good and cute and backwalking is a good feature to include in every game  :dancedog:

i wonder what secrets the firey spirit tree will hold...
Title: Re: vibeo game???
Post by: aimaina on January 01, 2017, 02:54:51 AM
thanx juner im glad u like it....... :dancedog:

I was thinking about speed run strats where you use mushrooms to bounce haphazardly through an area.
oh i just realized.... the angle of the bounce has a bit of rng on it so u probably wouldnt be able to do this consistently..... maybe i should change that
Title: Re: vibeo game???
Post by: SquareWheel on January 01, 2017, 03:07:33 AM
Uh oh, I'm contagious and the floor tile caught my star cold.
Title: Re: vibeo game???
Post by: aimaina on January 01, 2017, 03:08:40 AM
blocky likes the stars theyre sparkly & cute.....
Title: Re: vibeo game???
Post by: hubol on January 01, 2017, 07:11:09 PM
why is there rng in the mushbounce????
Title: Re: vibeo game???
Post by: SquareWheel on January 01, 2017, 07:14:51 PM
Maybe so you don't get stuck between two shrooms, and eventually will be bounced out no matter what.
Title: Re: vibeo game???
Post by: hubol on January 01, 2017, 09:14:28 PM
i think you still have influence over ur movement when bouncing though...... hm
Title: Re: vibeo game???
Post by: aimaina on January 01, 2017, 10:30:59 PM
basically when u bounce, it does a bunch of stuff to determine the angle, then varies it by a random amount between -5 and +5 degrees..... yeha i thought it would help prevent getting stuck in a bounceloop, and also just give the bouncing a bit more variety or something? like when u bounce back and forth between horizontal mushwalls, its a bit erratic instead of just moving perfectly horizontally

i took it out in the newest version but i might put it back in idk http://love-game.net/witch/0008
Title: Re: vibeo game???
Post by: hubol on January 01, 2017, 11:04:24 PM
i love ur game its cute.......... i love how weird it is and how i've been playing the game upside down for most of the time lol...... i dont know if the egg can hatch through progress or only through updates!!!!!!
Title: Re: vibeo game???
Post by: aimaina on January 01, 2017, 11:08:17 PM
spoilerz: the egg will hatch when i program the npc dialogue system lol
Title: Re: vibeo game???
Post by: hubol on January 02, 2017, 12:11:17 AM
lol i wasnt expectin that!!!!! cant wait :dancedog: :dancedog: :dancedog:
Title: Re: vibeo game???
Post by: aimaina on January 02, 2017, 09:56:07 PM
rember to follow the official cute witchy house twitter if u like the game..... its at https://twitter.com/cutewitchyhouse..... i just posted an update there but its a pretty minor one, i made it deactivate objects when theyre off the screen so i can maintain that smooth creamy 60FPS gameplay....
Title: Re: vibeo game???
Post by: hubol on January 03, 2017, 02:45:02 AM
one time me and megan were watchin an episode of "cuppycake wars" and some gal said "i just need the cream!!!!!!" and its a good sound byte....... im glad ur givin us that 60 fips cream
Title: Re: vibeo game???
Post by: aimaina on January 14, 2017, 03:52:38 AM
holey shit..... i finally got a basic version of the npc text stuff working....

its still missing some important features, mainly each npc can only say one message.... so they cant say different stuff if u talk to them again or if some event flag is activated or whatever.....

its still cute thou i think.... check it out love-game.net/witch/0010 (http://love-game.net/witch/0010)
Title: Re: vibeo game???
Post by: SquareWheel on January 14, 2017, 09:00:32 AM
That's a lot of new stuff.

Dialogues work really nicely.  I like that it doesn't require tapping another key, and you don't activate it accidentally while moving around.

Key hole is very self-conscious about its appearance.

Not sure I like the flippy leaf effect so much.  Especially with super star power it makes mushroom room navigation less fun.
Title: Re: vibeo game???
Post by: aimaina on January 14, 2017, 02:04:22 PM
thankxs for the comments its always appreciated.... the flippy leaf can be deactivated by just stepping back onto it, maybe i should do something to make that more clear.....
Title: Re: vibeo game???
Post by: SquareWheel on January 14, 2017, 02:33:27 PM
I actually knew that but wanted to explore anyway to see if it had any other effect, like the star flu does.
Title: Re: vibeo game???
Post by: aimaina on January 14, 2017, 02:38:17 PM
ah thats the tricky thing about game design.... sometimes u make people feel encouraged to do something that they dont find fun
Title: Re: vibeo game???
Post by: hubol on January 14, 2017, 02:46:04 PM
thankxs for the comments its always appreciated.... the flippy leaf can be deactivated by just stepping back onto it, maybe i should do something to make that more clear.....

lol i thought half of the game was supposed to be played upside down!!! i had no idea u could do that
Title: Re: vibeo game???
Post by: aimaina on January 17, 2017, 10:02:26 PM
love-game.net/witch/0011 (http://love-game.net/witch/0011) :honeydew:

some new npcs in this update (along with major internal changes to the npc code)....

the Egg has also hatched....

but most importantly theres a extremely good new feature u can activate by pressing page up
Title: Re: vibeo game???
Post by: SquareWheel on January 17, 2017, 10:28:45 PM
Star flu is canon.  <3

Platform mode is interesting.  Trying to wall climb with mushrooms is not so easy.

Bug report: Key can be gotten numerous times.

Also the key ghost is a little too spooky for me.  Please address spookyness.
Title: Re: vibeo game???
Post by: aimaina on January 17, 2017, 10:31:12 PM
u are actually getting another key each time but u just cant tell because theres no key counter and theres only one key block anyways.... keys are kinda a preliminary thing right now
Title: Re: vibeo game???
Post by: SquareWheel on January 17, 2017, 10:38:00 PM
Is there a super secret combo to doing these mushrooms in a specific order?

(http://i.imgur.com/z2BAnko.png)
Title: Re: vibeo game???
Post by: aimaina on January 17, 2017, 11:52:06 PM
nop.... i might have some bullshit puzzle involving those later but for now u just hit em all in whatever order
Title: Re: vibeo game???
Post by: hubol on January 18, 2017, 09:13:37 PM
this game has cute dialog and also i like the lil speech bubble that shows the arrow u should push to talk to an npc.... when are u gonna add cute sounds
Title: Re: vibeo game???
Post by: aimaina on January 19, 2017, 01:58:25 AM
not sure when im gonna do sounds (& music) probably ill start work on that when i dont feel like working on other stuff......
Title: Re: vibeo game???
Post by: Tinister on January 19, 2017, 08:39:15 AM
Title: Re: vibeo game???
Post by: aimaina on January 19, 2017, 01:04:59 PM
hapy bird day hubol :apple: :orange: :apple:
Title: Re: vibeo game???
Post by: hubol on January 19, 2017, 09:01:04 PM
thank u!!!!
Title: Re: vibeo game???
Post by: SquareWheel on January 27, 2017, 12:22:39 PM
Hey hubs you know Java.  What's a non-stupid way to do this?

(http://i.imgur.com/KWXng9s.png)

Don't want to have to be overloading this thing for every possible number type.
Title: Re: vibeo game???
Post by: Tinister on January 27, 2017, 02:04:01 PM
If it's anything like C# then there most likely isn't one.  I mean you could write a method that takes in a functional interface and/or write a generic method that has runtime constraint checking, but I wouldn't call those non-stupid.

Luckily they're not gonna add new number types to the language.
Title: Re: vibeo game???
Post by: hubol on January 28, 2017, 12:59:31 AM
there isnt a way, theres no relationship between primitives you can exploit for that. its ugly but thats what we do too.
also, it may be worth testing if
Code: [Select]
public static int clamp(int value, int min, int max){if (value < min)return min;if (value > max)return max;return value;}
is faster by any margin. :dancedog:

also i would indent but im on mobile
Title: Re: vibeo game???
Post by: SquareWheel on January 28, 2017, 03:51:49 AM
Thanks for the help cuties.

theres no relationship between primitives you can exploit for that.

So I was looking at the decompiled classes in my IDE, and I see that Integer and Float both inherit from a Number class.  I thought maybe I could use those Generic guys to work with both, but it seems (http://stackoverflow.com/questions/3923081/java-generics-and-the-number-class) there's no good solution there either.

Title: Re: vibeo game???
Post by: hubol on January 28, 2017, 12:56:13 PM
stinks :-(

i was going to suggest trying Number, but interesting that it doesnt work.
Title: Re: vibeo game???
Post by: SquareWheel on January 28, 2017, 01:07:46 PM
I'm kind of surprised.  I thought "accept any type of number" would be a pretty common thing for a method to do.

Oh well.  It's not like I'm writing my magnum opus.  I'm trying to worry less about doing everything in super clean ways and obsessing over the small stuff, and instead actually finish more projects.

I liked the way Garry Newman put it (https://twitter.com/garrynewman/status/817768993582968832).

Quote
Some people code like they're painting the Sistine Chapel. Taking their time, obsessing over every class, every line. Constantly revisiting.
I code like I'm painting a house. And I've got 10 more houses to paint by the end of next week.
Title: Re: vibeo game???
Post by: hubol on January 28, 2017, 01:59:19 PM
idk in grames development it gets a little annoying when i havent made code that can easily be revisited/extended especially when im paying attention to user feedback. but if im making something for myself (right now im making an editor for a minigrame in sbw2) then its probably ok if things arent the best-written

also i tested if my clamping function would perform better than yours and the answer is they are the same
Title: Re: vibeo game???
Post by: SquareWheel on January 28, 2017, 11:13:49 PM
Well that's good to know.  I figure with the way JVM optimizations work that doing constant numbers a million times would just start caching the result before long.
Title: Re: vibeo game???
Post by: aimaina on February 03, 2017, 06:08:03 AM
hey vg im curious how hard it was to implement the text system in libretta (or any of your other games with text but that seems like the most complicated one) and if theres any important text system lessons youve learned from it..... i just got dialogue trees working (love-game.net/witch/0013 (http://love-game.net/witch/0013)) and my text system is a horrible nightmare mess, ive had to rewrite major parts of it multiple times because some bad design decision made it impossible to do certain stuff..... it still sucks completely but its slowly sucking in a more flexible way
Title: Re: vibeo game???
Post by: vgperson on February 03, 2017, 07:02:24 AM
Libretta's text system isn't too complex, but some of the scripts (like dynamic movement that depends on your position going into a scene) got complicated - though the main cause of that was I was too lazy to make convenient functions for things. Loverinth is using more a streamlined version (partly by necessity, since I can't just use execute_string anymore).

In Libretta, checkable objects (objReadable) have a "text" variable (but I'll call it myScript to be less confusing) defined in their creation code, which is the script that's run when they get checked. Specifically, Libra tries to run User Event 0 for whatever's in front of her; User Event 0 in objReadable creates an objTextbox and sends over myScript and some other things. (The same applies for stepping onto a new tile and User Event 1, utilized by objTriggers.)

Each line of a script is either a message, or it's an action. Messages are plain, actions start with a \ or /. ("\" executes code in the context of objTextbox, "/" executes it in the context of the objReadable. objTextbox also has a "parent" variable to refer to that object when necessary.) Messages cause the textbox itself to appear and type that message, and when you advance the message, the next line of myScript gets read (it just keeps removing the first line until it's empty). Actions just execute_string() whatever you put, then continue to the next line unless they ran something that told them to wait. There's wait() which sets an alarm for when to advance the script, and external objects (like a few which display choices) that tell objTextbox to advance when they're done.

There were two big weird things I could do with this system: insert variables into text just by going "myScript = string_replace(myScript, "REPLACE", variable)", and handle branching by doing stuff like "\if global.choice == 1 { myScript = parent.anotherScript }". Most objects not only define myScript in their creation code, but also a myScript2, myScript3, etcetera, which can be switched between by updating "myScript", since that's effectively just the active script. (Since the myScript variable gets copied over to objTextbox at the start, the objReadable's original definitions don't get altered.) Oh yeah, and for the midway closing thing, it basically just backs up the current variables in the objReadable to resume from later.

Anyway, that was a bit messy, so Loverinth instead reads external text files which are broken up into "pages" (labeled by <Header>s) that can be jumped between, storing the script contents in a proper data structure (a Script which contains ScriptPages which contain lines as strings). It also has to be able to actually parse actions, including conditionals. And the textbox drawing function supports simple tags in text (pretty much BBcode style) for things like partial color and wavy text, rather than only having "textbox options" that affect the whole message like Libretta. (There are still some options, like for centered text.)

EDIT: And for posterity: Nakko-Bazookie only supports passing a series of messages to a textbox ("Nakko: Rockets!" ": I'm the narrator."), and all actions in-between are done using cutscene objects with counters that wait for the current textbox to finish. So yeah.
Title: Re: vibeo game???
Post by: aimaina on February 03, 2017, 07:29:56 AM
ohh so in libretta u managed to avoid actually storing your text in a tree-like data structure using execute_string shenanigans....

i ran into a silly problem where originally each npcs text was just stored in a list, then when i tried to add conditionals i realized that if i want to have dialogue trees, the text probably needs to actually be stored.... in tree format....

so i worked out this complicated bullshit system where you type something like (in the instance creation code)
Code: [Select]
txt("hello....")t_if(condition)  txt("the condition is true")t_else();  txt("the condition is false")t_fi();and all those function calls somehow set up this awful message tree structure made of a billion nested ds_lists by using two or three stacks to shunt nodes around and i have no idea how it works. then when you talk to the npc it triggers a user event that traverses the tree until it reaches a branch, dumps all the messages it passed into a textbox, waits for the textbox to close to evaluate the branch condition, and repeats until it hits a leaf...... its probably worse than it sounds
Title: Re: vibeo game???
Post by: vgperson on February 03, 2017, 07:41:32 AM
Yeah, going super-recursive isn't necessary the way I got Loverinth's conditionals working. It just reads linearly in the current page and uses this logic:

- Reading \if [condition]? Check condition. If true, continue on; if false, skip ahead to corresponding \else.
- \end does nothing when read.

Nesting is possible by using a counter when doing the skipping - added to for each \if encountered, subtracted from for each \end - that must be at 0 before it stops.
Title: Re: vibeo game???
Post by: aimaina on February 03, 2017, 07:44:03 AM
actually i guess technically its just some kind of graph and not always a tree...... yeha storing things in "pages" that u jump between is a cool idea & seems much simpler..... my text system is too working currently to try to redo it tho
Title: Re: vibeo game???
Post by: aimaina on February 03, 2017, 07:50:58 AM
or maybe.... because i dont even understand my own text system very well that means i should replace it with a better one asap.... hmm
Title: Re: vibeo game???
Post by: SquareWheel on February 03, 2017, 07:53:52 AM
Is it Good Enough?
Title: Re: vibeo game???
Post by: aimaina on February 03, 2017, 08:02:15 AM
vg how did u do actions without execute_string? my method is like, when a textbox reads the tag <act:action_id>, it calls this function thats just a huge switch statement which implements the action for each id..... idk if theres a better way

conditionals work in a similar way, i pass in a condition_id to the if function, and theres a big ass switch statement where all the condition checking codes are implemented
Title: Re: vibeo game???
Post by: aimaina on February 03, 2017, 08:07:47 AM
Is it Good Enough?
well its currently functional.... but im worried that if i decide to replace it eventually, i will have to reformat all the text in the game, & that will be really annoying unless i do it early when there isnt much text....
Title: Re: vibeo game???
Post by: vgperson on February 03, 2017, 08:24:21 AM
It reads in an action line like "\wait(30)", parses that string to get the command "wait" and the argument "30," and then passes the command and arguments to a doAction function which does the action for the given command. (The arguments are an array, since there can be multiple, like "\anim(Fayre, Nod)".) So it basically just implements all the functions I could need so as to approximate executing strings. I was basically thinking "well, I want to do it the same way as when I could execute strings freely, so I'd better make a parser that lets me basically do that," and I feel it's the best way in the long run.
Title: Re: vibeo game???
Post by: aimaina on February 03, 2017, 08:32:56 AM
yeha that sounds sort of like a more elegant version of what im doing (actions dont support arguments yet but conditionals do)..... cool :honeydew:
Title: Re: vibeo game???
Post by: hubol on February 03, 2017, 10:38:42 PM
this all sounds like the least amount of fun......

if gm has unlimited user_events now then i would just make a new object for each conversation and the user_events can be text display/action.....

in java i just make a stupid Queue of Runnable (lambda functions) and enqueue more things as appropriate and dequeue things whenever an action ends or a message has been read
Title: Re: vibeo game???
Post by: aimaina on February 04, 2017, 06:54:30 AM
theres still only 16 or whatever user events..... if i did a new object for each conversation id have to just have a folder of a billion objects & i would get them confused probably, i think its better to have a generic npc parent object that u can pass conversation scripts into somehow
Title: Re: vibeo game???
Post by: LOC on February 04, 2017, 07:42:30 AM
hi-TA! how do i do a physics in gamemaker?? specifically gradually increasing momentum as long as no block is hit or the direction isnt let go? i want to make a masterpiece but i dont know how to do !  T H A N K S  L U V S! <3

Qua!
Title: Re: vibeo game???
Post by: aimaina on February 04, 2017, 08:12:19 AM
basic idea is to do something like this
Code: (create event) [Select]
acceleration=0.3;
Code: (step event) [Select]
if keyboard_check(vk_left) {   hspeed -= acceleration;}if keyboard_check(vk_right) {   hspeed += acceleration;}that will make your momentum gradually increase but it doesnt handle stopping when you hit a block. there are many ways to handle collision and it can be simple or very complex depending on your needs
Title: Re: vibeo game???
Post by: LOC on February 05, 2017, 07:10:47 PM
wow thats a miracle    :watermelon: thanks a million  :apple: :orange: :strawberry: :pineapple: :pear: :lemon: :raspberry: :clementine: :grape: :mango: :tomato: :broccoli: :carrot: :cucumber: :rutabaga: :chili:
Title: Re: vibeo game???
Post by: Zecks on February 14, 2017, 04:34:13 PM
http://store.steampowered.com/app/526780 cheke out this original jiveo game
Title: Re: vibeo game???
Post by: hubol on February 14, 2017, 06:32:11 PM
oh wow....

shouldve called it "jumper vape"
Title: Re: vibeo game???
Post by: aimaina on February 15, 2017, 02:45:09 AM
didnt some one post a screenshot of that here? i forget if it was in the news or on the rums
Title: Re: vibeo game???
Post by: hubol on February 15, 2017, 03:18:26 AM
its in the news
Title: Re: vibeo game???
Post by: SquareWheel on February 15, 2017, 03:49:29 AM
q mentioned it somewhere before.  Or maybe he reviewed it on Steam.
Title: Re: vibeo game???
Post by: aimaina on February 20, 2017, 01:44:13 AM
Title: Re: vibeo game???
Post by: dcco on February 24, 2017, 02:17:51 PM
welll its not like anyone else will ever make jumper fore
Title: vibeo game
Post by: AnitaWER on February 27, 2017, 02:34:00 PM
Im looking for Chinese Chess game which scored can be submitted.

Any one have a link plz pm me.
Title: Re: vibeo game???
Post by: Zecks on March 12, 2017, 09:57:26 PM
i played jumper jpae

it took 23 minutes
Title: Re: vibeo game???
Post by: SquareWheel on March 13, 2017, 03:19:08 AM
Im looking for Chinese Chess game which scored can be submitted.

Any one have a link plz pm me.
I think I've failed the turing test with this one.
Title: Re: vibeo game???
Post by: hubol on March 13, 2017, 02:21:03 PM
go vote in Bot or Not?
Title: Re: vibeo game???
Post by: aimaina on March 13, 2017, 10:24:01 PM
thats all cool and all but i just added a hot new "mini game" to my game that can be found if u go two screens down from the starting point..... y not check it out? see if can u beat my 4Bird high score of 133.... http://love-game.net/witch/0017/
Title: Re: vibeo game???
Post by: juner on April 16, 2017, 10:59:29 AM
i got all of the Egg & recorded it!! though it's a long & kinda low quality vid. there's timestamps in the vid description

Title: Re: vibeo game???
Post by: aimaina on April 16, 2017, 03:17:29 PM
wow nice!!!!!!!! im gonna watch the whole thing :honeydew:
Title: Re: vibeo game???
Post by: aimaina on April 16, 2017, 03:19:25 PM
in case u dont follow the twitter (@cutewitchyhouse) theres a egg day update with seven egg's to find..... love-game.net/witch/0018 (http://love-game.net/witch/0018)
Title: Re: vibeo game???
Post by: aimaina on April 16, 2017, 04:39:37 PM
that was a cool vid.... cant believe i missed that bug at the end (i did a lil update to fix it)

theres actually two ways to get the key..... u found the normal method can u find the secret method ?
Title: Re: vibeo game???
Post by: aimaina on June 14, 2017, 11:38:33 PM
:watermelon: love-game.net/witch/0020 (http://love-game.net/witch/0020)  :honeydew:

the "first floor" of the cute witchy house is finished and needs some testing.....

there might not be a second floor bc im sick of working on this so maybe the whole game is finished.... idk

the main changes since the last update are sounds+music and a save feature..... if u havent been keeping up with the updates tho there might be more stuff u havent seen....

Title: Re: vibeo game???
Post by: SquareWheel on June 15, 2017, 04:32:02 AM
(http://i.imgur.com/90R0HQA.png)

Worth it.
Title: Re: vibeo game???
Post by: aimaina on June 15, 2017, 02:50:11 PM
nice.....
Title: Re: vibeo game???
Post by: juner on June 15, 2017, 05:23:04 PM
i got six eggs and didn't find any bugs!!

didn't figure out how to get this egg though...
(http://i.imgur.com/nHPDn4p.png)

also i never did find the secret way to get the key...
Title: Re: vibeo game???
Post by: aimaina on June 15, 2017, 08:37:42 PM
ah thats a tricky egg.... u need sparkles
Title: Re: vibeo game???
Post by: SquareWheel on June 15, 2017, 09:52:28 PM
I really liked the number puzzles by the way.
Title: Re: vibeo game???
Post by: aimaina on June 16, 2017, 01:48:48 AM
oh cool :honeydew: i wasnt sure what people would think of those
Title: Re: vibeo game???
Post by: hubol on June 19, 2017, 01:10:47 PM
hey sylvie why does the key configuration page say "key oonfiguration" lol is this one of them sylviejokes
Title: Re: vibeo game???
Post by: hubol on June 19, 2017, 04:32:34 PM
Title: Re: vibeo game???
Post by: aimaina on June 19, 2017, 05:09:06 PM
waht the fuck i didnt notice that
Title: Re: vibeo game???
Post by: Tinister on August 11, 2017, 08:07:08 AM
Anyone ever hear of a Dreamcast-era game called Rez?
Title: Re: vibeo game???
Post by: hubol on August 11, 2017, 03:26:35 PM
yeah my friend likes it a lot
Title: Re: vibeo game???
Post by: SquareWheel on August 11, 2017, 04:56:56 PM
Cool to see the re-release.  Like seeing older games coming back on PC, if even just for archival sake.
Title: Re: vibeo game???
Post by: Tinister on August 12, 2017, 07:43:41 PM
I played in on Vive.

I don't get the hype.  Like it's not a bad game, but how's it a mind-blowing religious experience?
Title: Re: vibeo game???
Post by: SquareWheel on August 13, 2017, 01:27:12 AM
Nostalgia mixed with VR immersion, maybe?  I haven't heard that description yet.
Title: Re: vibeo game???
Post by: dcco on October 04, 2017, 04:49:23 PM
Title: Re: vibeo game???
Post by: dcco on October 04, 2017, 05:05:10 PM
also im hype that a hat in time is finally coming out
Title: Re: vibeo game???
Post by: hubol on October 04, 2017, 10:27:41 PM
i havent played cuppyhead.... from the vides ive seen it seems like all the boss have a billion more health than necessary with really simple patterns
Title: Re: vibeo game???
Post by: juner on October 04, 2017, 11:57:24 PM
cupshead seems to have stirred up a fair bit of interesting discussion about difficulty and accessability in games re: gating off content behind difficulty (i believe the easy difficulty removes phases of bosses and you can't access the last few bosses?) & skipping bosses etc in general. which seems to have come about particularly with cuphead because a lot of people just wanna experience the artwork and animation i think

anyway it's night and i probably can't think of anything too coherent or interesting to write atm but i've been thinking a lot about it lately
Title: Re: vibeo game???
Post by: dcco on October 05, 2017, 03:45:37 AM
i respect cuphead's decision to still make the game they wanted to make despite putting lots of time and effort into it and the potential of alienating some of the players. although it does make me realize that when i saw its kickstarter i didnt really know anything abouut it other than "cool gfx"
Title: Re: vibeo game???
Post by: SquareWheel on October 05, 2017, 01:55:43 PM
I suppose you can look at it as removing content from easy difficulties.  Though I'd rather look at it as additional reward you unlock from beating harder difficulties.  Sort of like how games add new things in New Game+ modes.
Title: Re: vibeo game???
Post by: juner on October 05, 2017, 04:24:31 PM
Yeah, I think I agree.

Like, in my mind, the Cuphead devs have sought to make a challenging game. They've made a concession by including an easier mode, but they want players to play at the intended difficulty, to have that particular experience, so they've incentivised it with exclusive content.

One of the sentiments I've seen a fair bit is whether it's elitist or a barrier for greater accessibility in games to deny a player content or progress when they can't get over a difficulty hurdle. Should every game accomodate for every player and let em get to the finish line by skipping levels and bosses? Basically the "books don't stop me from reading the next page but games do" argument.

I can kinda feel this argument moreso in cinematic story-based games i guess, where the main reward for progression is generally distinct from the actual gameplay - the story continues. But a lot of games are much more mechanically driven, where e.g. the reward for beating a level is more levels. and you wanna get more levels because the new levels are interesting. and the interest manifests because the new levels offer a new challenge and the gameplay escalates.

So I guess the recent discussion has come about because of a mismatch in peoples expectations and desires for Cuphead? There's an audience that is primarily interested in the game for its art and the reward they want is to see more of its art. And contrary to that is the dev's intentions which is to make a mechanically-driven boss rush game with a unique art style, where the reward for progression is more elaborate and challenging bosses. (side note: i think i read an interesting article once about art style informing gameplay and audience expectations, maybe i'll find it again some day)

Idk I'm writing a lot of words about the design of a game I haven't actually played.

But yeah I feel difficulty is a cool design choice that the medium allows for, and I dunno if I entirely agree with the notion players should be able to skip whatever in any game when so often difficulty is intertwined with narrative, or getting player to feel a particular way. Like that one boss at the end of the evil Undertale route is very difficult, but that's storytelling, and even the player retrying the boss over and over (or giving up even) is implicit and explicit storytelling. And the impact of that would be lost if you could just tone it down.

And some devs just want to make a game that is difficult. I think that's cool! But I don't think difficulty or challenge is some necessity of games. It's important that there are lots of different people making lots of different games for different audiences, and I don't really like the idea that 'being good at games' means 'can beat difficult games'.

I've not really built up to any big conclusion here... just mostly trying to rationalise my thoughts to myself by writing them down. Look forward to next time when i write about my increasing insecurities regarding games being about killing or dying  :dancedog:
Title: Re: vibeo game???
Post by: vgperson on October 05, 2017, 08:44:26 PM
I played Cuphead! And its whole design kind of hinges on being challenging, such that I don't think there's any great "solution" to be implemented for the issue.

If there were easier difficulties that didn't leave out anything, people would instead be complaining that you can beat it/see everything too quick that way. If you could outright skip bosses, that'd be even worse, and just result in frustration with bosses harder than the one you couldn't beat. As it is, I think you can get a fair amount of the experience of playing by doing bosses on Simple, plus doing that is supposed to help you practice to beat those bosses on Normal.

The argument that you should be able to see all the art even if you're not good at the game feels like asking for something the game's fundamental design can't fully accomodate. It's a challenging boss battle game first and foremost, with the art and audio being a fun aesthetic to go with it. It wants you to learn how to beat the challenges it presents, and it makes a definite effort to make them fair. If you're unable to meet those challenges and go watch videos to experience the art, it really wouldn't be all that different an experience from any in-game solution I can think of. Maybe you'd like it if the bosses just went down really quick, but that's a fundamentally different game from what it was designed to be.

Also, for what it's worth, I think the bosses have pretty much just the right amount of health per phase to make that phase last an appropriate length. But there are a few things that shift that around which might have been in play in the videos you watched: weaker weapons (I almost always used the default shot, but there's a homing one that does less damage, for example), extra-heart items that reduce attack power, and Expert difficulty (which I haven't gotten into yet, but it apparently increases boss health a bit).
Title: Re: vibeo game???
Post by: dcco on October 05, 2017, 09:17:42 PM
yeah there's definitely some subversion of expectation going on here. but i feel like a lot of that isnt the game design but just the result of getting triple A exposure despite being an indie game at the heart of its design (in this case i think that means not necessarily conforming to industry difficulty expectations)
Title: Re: vibeo game???
Post by: dcco on October 07, 2017, 09:09:31 PM
got hat in time..... only played a little cuz my controller isnt detecting but it's really cute and it controls really nice
Title: Re: vibeo game???
Post by: hubol on October 07, 2017, 09:24:59 PM
am i a poopface for thinking that hat in time doesnt look very good visually?????? i dont know anything about it but the first time i saw it i was a bit like yucky
Title: Re: vibeo game???
Post by: aimaina on October 07, 2017, 11:11:04 PM
huh when i first heard about it it had a cute wind-waker-esque art style i think..... i dont like the new style as much..... the lighting seems weirdly dark for such a colourful game
Title: Re: vibeo game???
Post by: dcco on October 08, 2017, 06:16:45 AM
the game is a bit rough around the edges i think. i agree the graphics are a bit visually busy. the voice acting is also *super* hammy im gonna see if there's a mumble voice option b/c it is actually ridiculous. and some stuff which i think is supposed to be charming in a kind of universal way, comes off as a little hokey / childish. but ive been reading a lot of good reviews and the little bit i got to play was fun so i am excited nonetheless?