Introducing: Greenie

letmethink

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Time to Showcase level 1 and 2.

Level 1:


Level 2:
~Letmethink

philandy

  • Posts: 134
Can't wait to play this
Time to Showcase level 1 and 2.

Level 1:
...
Level 2:
...
The wall paintings...so cute...in their passive aggressive expressions. "Oh you're just going to do this to me now. Whatever."

letmethink

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Level two's wall painting has changed slightly and volume control has been added:

~Letmethink

letmethink

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Not many visual, changes, I've been mostly doing behind the scenes things and other things but here is the latest version of the game on the arcade with mostly everything now working, http://www.stencyl.com/game/play/21380
~Letmethink

Photon

  • Posts: 2691
Didn't play very far because I ran into a bizarre bug: if I completed a level and then selected "next level", the next level would end up having a dark overlay, none of the buttons in the top-left would work, and collecting the fruit would not finish the level. Selecting the same level from the level select (after refreshing the webpage, since the buttons didn't work) would make it work fine, but accessing a level through "next level" caused issues.
Do NOT PM me your questions, because I likely will not respond. If I have replied to your question on the forum, keep using that topic. Thanks!

letmethink

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  • Posts: 2545
Didn't play very far because I ran into a bizarre bug: if I completed a level and then selected "next level", the next level would end up having a dark overlay, none of the buttons in the top-left would work, and collecting the fruit would not finish the level. Selecting the same level from the level select (after refreshing the webpage, since the buttons didn't work) would make it work fine, but accessing a level through "next level" caused issues.
Sorry, forgot to update when I removed that, will do now.
~Letmethink

Photon

  • Posts: 2691
Still ended up experiencing the issue, but I think I got through most of the content that was there (up to level 6, right?).

Anyway, I like the idea of phasing, especially the idea of jumping inside of the blocks. There's some potential to do some interesting things with that. The physics appear to work well, though the character is a touch slow (not necessarily bad, but that may bother some). Level 5 seems to be a bit of a difficulty spike though, and it looks like may you need to modify the hitboxes on those spikes (I died by touching the empty top corners of the spike).

I think its a great idea, particularly with the phasing. It'll be interesting to see how creative you get with it. :)
Do NOT PM me your questions, because I likely will not respond. If I have replied to your question on the forum, keep using that topic. Thanks!

philandy

  • Posts: 134
I really dislike spikes with hitboxes beyond the graphics, please address that first.
#2 - noticeable on level 5, you can jump to the left of the phase box and float there. I don't think this was your intention for the phasing mechanism.
#3 - after you complete level 6 and go to level select, it darkens whatever level you go to (brightness/tint/hue/png/masking?). Unable to reproduce.
#4 - Level select button doesn't work, I suggest you take that off for now and have a "you completed the demo" scene sort of like in Rise n Slime.

letmethink

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  • Posts: 2545
Still ended up experiencing the issue, but I think I got through most of the content that was there (up to level 6, right?).

Anyway, I like the idea of phasing, especially the idea of jumping inside of the blocks. There's some potential to do some interesting things with that. The physics appear to work well, though the character is a touch slow (not necessarily bad, but that may bother some). Level 5 seems to be a bit of a difficulty spike though, and it looks like may you need to modify the hitboxes on those spikes (I died by touching the empty top corners of the spike).

I think its a great idea, particularly with the phasing. It'll be interesting to see how creative you get with it. :)

Yes there are still 6 implemented levels, I'm making sure the engine is completely stable as most things I am editing inside the scene so would have to redo all of them if I were to make a major change. I have now fixed the hitboxes of the spikes. The whole point behind this idea was that concept, however I have had to resort to actually only using the phase blocks for show as it was too hard to implement otherwise. This lead to me using invisible reizeable sensors which has been quite annoying with glitches.

To be honest, I thought the character was actually slightly too fast, but as you said that, I definitely won't change anything now; it's all a matter of opinion.

Could you post your browser specs as since I updated I haven't been able to come across that glitch, and could you check whether it is still glitchy.

The phaising is one of the two mechanics I am planning to implement, the hardestto implement by far though; the other is wrapping screen to access certain areas especiall on a scrolling level.

Also, level 5 is just a test on how difficult while not making the player rage, I can get on a 1 screen level.

I really dislike spikes with hitboxes beyond the graphics, please address that first.
#2 - noticeable on level 5, you can jump to the left of the phase box and float there. I don't think this was your intention for the phasing mechanism.
#3 - after you complete level 6 and go to level select, it darkens whatever level you go to (brightness/tint/hue/png/masking?). Unable to reproduce.
#4 - Level select button doesn't work, I suggest you take that off for now and have a "you completed the demo" scene sort of like in Rise n Slime.
First, I fixed the hitbox for the spikes.

#2 Fixed that, was due to the invisible sensors.

#3 Not sure what that is

#4 I'm not really going to bother actually making that as this is pre that and I don't plan on making it stop like in rise and slime, just for now, when it does that you know it has ended, just for now. I'll just make it so when I finish the levels it ends, sorry.
~Letmethink

Photon

  • Posts: 2691
Could you post your browser specs as since I updated I haven't been able to come across that glitch, and could you check whether it is still glitchy.
Was using Google Chrome, although that seems like way too specific of a glitch to be browser-based.
Do NOT PM me your questions, because I likely will not respond. If I have replied to your question on the forum, keep using that topic. Thanks!

thegenericbanana

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Same thing happens to me whenever I finish a level. I finished level 1, and level 2 was dimmed and after collecting fruit nothing happens. I refreshed and, as it saved my progress, was able to play level 2 but after beating it level 3 was dimmed and the same problem as before happened. Also, I'd recommend putting in a keyboard shortcut for Next Level, considering it's a keyboard game.

I like the art style, and from the very small amount of the game I played it seems nice. Other than the gamebreaking glitch, good job.
Johnny Turbo's Surgery Frenzy

miaubian

  • Posts: 99
same here, dimmed after level 1. im using safari on macOS

philandy

  • Posts: 134
Mine is different I guess. I played this on Flash 10 on Firefox (Release Channel Chrome is laggy for Stencyl 2.2 games on my box).

letmethink

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  • Posts: 2545
Pretty massive playability update but no new levels, play it to see the change.

http://www.stencyl.com/game/play/22049
~Letmethink

letmethink

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  • Posts: 2545
Time for another update. This time I have decided to cut it down to 10 levels so I can finish it in time for the Stencyl Jam. I also have decided to put a bit of (hand pixeled, uggh) text in the level select for each level. There are now seven playable levels and here is a screenshot of the level select screen.


 
~Letmethink