Hi dreamerman!
1. Scaler - use the F-keys! F1 - F8 should scale the display - I might have forgotten to put that in the intro, but the functionality is there.
2. WASD - this game was made for a game controller. You CAN use the keyboard, but it's possible that w/a/s/d could be defined action buttons - that's why it assumes arrows. You can of course easily modify this behavior if you wish, since it's open-source.
3. The many files - this is because of the IncrediBuild feature. Once compiled, I can modify a single file and recompile in 2 seconds instead of 10 minutes every time. GLB caches the files after they're compiled, and recompiling will only actually recompile files you CHANGE. I originally had them all in one, and it was a SLOG to compile that way.
4. hit detection - yes, the sun was not finished. Beta product sort of thing. I intend to make him less frustrating lol.
5. The demo levels were THROWN together in ... probably 15 minutes total. Not much thought went into it, pure tech-demo.
For the website, yeah it's down as I move to a real host instead of in-house. I will definitely update here when there are updates - I'm glad you enjoy it!
1. Scaler - use the F-keys! F1 - F8 should scale the display - I might have forgotten to put that in the intro, but the functionality is there.
2. WASD - this game was made for a game controller. You CAN use the keyboard, but it's possible that w/a/s/d could be defined action buttons - that's why it assumes arrows. You can of course easily modify this behavior if you wish, since it's open-source.
3. The many files - this is because of the IncrediBuild feature. Once compiled, I can modify a single file and recompile in 2 seconds instead of 10 minutes every time. GLB caches the files after they're compiled, and recompiling will only actually recompile files you CHANGE. I originally had them all in one, and it was a SLOG to compile that way.
4. hit detection - yes, the sun was not finished. Beta product sort of thing. I intend to make him less frustrating lol.
5. The demo levels were THROWN together in ... probably 15 minutes total. Not much thought went into it, pure tech-demo.
For the website, yeah it's down as I move to a real host instead of in-house. I will definitely update here when there are updates - I'm glad you enjoy it!
Quote from: dreamerman on 2021-Nov-29
Your site is down, but checked demo attached in first post, nice old school gameplay there :]
I went to see source, and wow, more than 100 files, looks that You have separate file for every enemy type, game mechanic and so on, interesting, I prefer to have for example one file for all AI, but whatever suits you, specially that code is nicely structured and formatted, despite using DrawAnim it isn't demanding like many other small indie games (GLB power). Played 3 levels, sun can be annoying, there are some hit box/collision problems in this version (sun hit me even when crouching and he is 2 tiles away), level 3 is crazy but funny
Most notable suggestions is give option to change video resolution - even basic 2x/3x scaler or something would be nice, and give option to use WASD keys to move, as arrows aren't always best for this - laptops.
Don't forget to upload newer version and share changes, but what's most important put this game on itch.io
btw. nicely animated fox.