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License: Other
An explorative platformer.
License: Other
When you press R, sometimes it resets twice or more. If you hold R down, it remains in a reset loop. This should not happen, and should be fixed.
You can set up mobile phone virtual machines and you can set it to specific phone so you can check it how would it look like. The only thing that not so accurate is the mouse clicking compared to using fingers. (You can set the android version etc.)
This is because i removed the "just pressed" functionality. Is there an easy fix or some kind of timer?
I guess we need a function so that only the "player" actor can pick up items.
When you enter the forest level for example its chiming and it seems to me that NPCs walk over rewards :D
If we were to compile this game and send to people, they would get access to "features" that should not be included: R for reset and the debug menu. We could create an debug toggler, that is set on the main scene so that we just change it to "Release" when we are compiling for other people to play.
Keep in mind:
DRAFT, need to go :(
Currently, while holding down shoot button, there is a snake of bullets. There should be a delay between shots.
I can't really test much, but the mobile UI is not showing.
It says "only show on the touchscreen" in the inspector.
By default, i make the node visible but not sure why it is hidden in the final Android APK.
Since I am a bit unsure of the main intentions behind this button, there are two scenarios that you may want to happen depending on the intentions of this button. :)
Scenario 1:
If you are playing and press the big button that says "Main Menu" (accidentally or not), it ends the game instantly without informing the player that this will cause the game to end. By adding a confirmation dialogue, we can prevent accidents and make sure users are informed that this action will end the game.
Scenario 2:
However, if the intention of this button is to allow for people to return to, say, the Options menu to make changes; we could pause the game, load the main menu, change the Start Game button to a "Continue", and allow the user to return to where s/he was when Continue has been pressed.
When I look at this character, I do not believe the voice that the jumping voice is his.
On first impression, I get the impression he has a bit of a scrawny voice, not a deep "Huff!" :)
I can't fix this. I've tried a few things but the layer with the UI for mobile devices is not appearing.
The animation appears to be cancelled out when you hold run and shoot from your hand gun (it is a hand gun? Ball gun?).
This also made me realize that when you stand still, you probably also intended to shoot the balls from his gun. If that is the case, animation would need to be fixed so it appears that he shoots from his pistol while idle, and while running.
Users would benefit from being able to adjust music and/or sound effects volume. At the very least, an option to turn music on/off.
This could be implemented by creating an extra "Audio" tab and add the missing features. :)
Play the game for a few secons and you will see many errors.
What are the plans for these two?
pin.gd:62
get_node("sfx").play("tin")
soap_bubble.gd:13
animation.play("soap_pop")
The character and shop movement should be improved in such a way that the player wont feel restricted to "realism".
Example of good character movement would be Mario from practically any nintendo game.
How to improve:
Pretty much an identical issue to #44
The ship feels very heavy and slow. The users deserve a more intuitive control scheme + motion so that they wont feel frustrated by it
I wrote this, but it only works for the jump n run part:
https://github.com/Hirnbix/captain-holetooth/blob/master/src/scene_teleporter.gd
Here is a short video:
https://www.youtube.com/watch?v=06rpH-g3HmI
I guess it has to do with the setup of directions.
We could use a default: right
When soap bubbles and sugar cubes are shot they should spawn a reward
Best would be a reusable variable true/false that can be used later for new enemies
Forest
Forest needs to be patched up before we have ever can have a "stable" beta release. The cave system needs to be finished or patched up so that the player can no longer move in areas that are unfinished.
The same apply for all other levels.
There appears to be support for adding translations to texts and labels, however it has not been fully implemented.
This is just a reminder that it is an issue and should be implemented. :)
The cutscene , after pressing start game does not continue if you dont press anything. When it reaches the end of the animation, the game should start without having to "click to skip" :)
I propose to create an Controller tab, where the user can see current controls and (optionally) customize.
There is no apparent TileSet scene for Castle or Forest.
This means it will be challenging to edit the tilesets later.
We should recreate the tilesets and save it as a scene so that we can easily make modifications and covert it to an updated tileset.
This may be a personal preference, but I do not like the PC controls. It is not good for your hands to use space bar for shooting and up arrow key for jumping. The right hand is completely useless, and should instead be used.
Suggested solution for current player keybindings on PC:
Left Arrow/A: Move Left
Right Arrow/D: Move Right
Space: Jump
Return/Enter, Ctrl, Left Mouse Button: Shoot
This solution will allow people that prefer to use right hand for arrow keys to use Left hand to use CTRL to shoot and space for jumping - and the majority of people that uses left hand, AWSD to move and Space to jump, while shooting using enter/return/lmb to shoot
As I develop more and more levels, I'm struggling in positioning the player.
Example "Castle":
So what it needs to do is check:
This will also be useful for more expansive caves, shortcuts etc.
I know that this is an easy task, but I'm swamped with GFX work.
Scripts that automate the builds and push them to
https://github.com/Hirnbix/captain-holetooth-binaries
I'm not great at reading the source code here, but I have a feeling this can be split into a player script and a script for the enemies
I guess it's just my bad logic thinking :)
Would be nice to use them in other places no?
Happening in the mountain level.
Just a reminder to reduce particles and maybe slimming down the torch effects
TODO :)
I have noticed that the game would benefit from a simple on screen notification message (some sort of "You have jumped 50 times and unlocked a higher jump!")
Adding it as an issue so we wont forget.
Adding art tag to this, since it would be visually appealing to have a "badge" appear when it appears (like a trophy or something) :)
Luckily, children usually don't have dirty minds, but it can look (with some imagination) that you are shooting balls from your crotch. :)
Can be fixed by moving the spawn location a bit higher so it looks like he throws them from his hand (gun)
The player should be able to change facing direction in air so that the player have more control over the direction s/he shoots.
For some reason, the candy does not work anymore after my terrible restructure 🗡
Currently, you can only change the music volume, but not SFX. It might be a good idea to add SFXs in there as well. And afterwards add an "master" volume to control both music and sfx volume %
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