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68.0 7.0 23.0 209.73 MB

An explorative platformer.

License: Other

GDScript 13.49% POV-Ray SDL 24.02% Yacc 61.78% Game Maker Language 0.71%
programmer story android character captain-holetooth linux game kids gamemaker-studio-2

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captain-holetooth's Issues

NPCs pick up candy

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

Animation glitch for red crab thing

The red crab thing suddenly turns into this every x frames of an animation.
image

Most of the animation, it looks like this.
image

Remove the weird one, or make more animation frames for the first (devil-looking) sprite?

Create a toggle between Debug build and an Release build

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.

Simple dialogue system

Keep in mind:

  • Simple so that even I can understand it
  • Very simple branching of conversations
  • Suitable for younger players (I'm thinking of icons like "yes" = "head nodding animation PNG"
  • Maybe possibility to add simple icons like I mentioned above

DRAFT, need to go :(

Mobile UI on Android is not showing up

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.

"Main Menu" : A misleading button or perhaps missing functionality

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. :)

image

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.

Shooting balls while moving or standing is not working correctly

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.

Options - No way to adjust music level

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. :)

Cleanup Errors

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")

Character movement does not feel intuitive

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:

  • Character only moves (ground/air) when you are pressing movement buttons
  • Character can change direction during air time
  • Quicker response to movement

Player Ship movement feels sluggish

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

Game levels are not ready

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.

Localize game elements

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. :)

Option - Controls

I propose to create an Controller tab, where the user can see current controls and (optionally) customize.

Missing scenes for tilesets

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.

Cannot turn on music after turning it off

When you are ingame and press "Music Off", the music disappears and does not allow me to enable it.
The text does also not change.

image

Suggested fix:
When you press the button, toggle to "Music On" and make it so when pressing the button again, the music resumes.

Improve key binding / controls for PC users

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

Implement a flexible "player spawns here if X" mechanism

As I develop more and more levels, I'm struggling in positioning the player.

Example "Castle":

  1. Scene transition is placed on castle door
  2. Walk to door
  3. Enter castle interior
  4. Exit castle
  5. Player spawns too far left (not near the door)

So what it needs to do is check:

  • Have I been in place X?
  • Where did I exit the level?
  • Where do I need to spawn now?

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.

Soap bubbles can't be popped in forest level

  • I was a bit naive and just put the bubbles into the forest level.
  • Used the proper groups, but the soaps don't pop when shot

I guess it's just my bad logic thinking :)
Would be nice to use them in other places no?

On Screen Notifications (Achievement Text)

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) :)

Shooting candy balls from crotch area: Intentional?

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 candy and some enemies are invisible!

For some reason, the candy does not work anymore after my terrible restructure 🗡

  • The items are now located in “objects > rewards"
  • Ship scene lives now in "levels > flyhome"
  • Enemies are in “actors > enemies”

Text in the intro blends in images

After starting a new game, the text becomes partially unreadable.

image

This can be fixed by adding outlines to the font, changing the font colors or adding soft and semi-opaque background behind the text.

Adding SFX in Option -> Audio

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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