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oofoe

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A member registered Mar 23, 2018 · View creator page →

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Thanks for the comments! Minimal design was very much on my mind since I tend to get carried away trying to do (semi-)elaborate art assets that just burn time needed for making something actually playable. For this jam, I didn't have that luxury since I started so late... The plan was for the key assignments to randomly change with every level (in currently unreleased version blocked by embargo) and yes, it should only allow one (or two -- I like that idea) paddles at a time to activate.

Just for that, I'll have to give it something to do in the "remastered" version... Thanks for taking a look!

Could move side to side, but none of the keys I tried let me jump? 

I have no idea what an i-frame is. Found the Shao-Lin style battle over a backdrop of telephone poles (???) amusing.

Interesting idea. Loved the names! Took me a bit to figure out the plugboard.

Nicely done!

I'm not quite sure what the "assistance" being provided is supposed to do, but the satire is on point.

In a completely unrelated incident, I had an enlightening discussion today with a customer service rep for a certain online platform. I wanted to turn off the slow and useless "AI Overview", but he was quick to assure me that it couldn't be disabled. Sigh.

Despite having implemented one of these before myself, I'm not really good at solving them, so the easy level was a blessing... ; - ) Liked the cracktro lettering. Volume was rather soft for some reason. 

I realize that the game may be informed by hardware/library limitations, but yeah, a blinking triangle or something (visual novel style!) would be helpful.

Free range fishing is cool... For some reason, on my browser (FireFox, Linux) up and down arrow keys wanted to scroll. Liked the idea of the water creature doing the fishing!

Interesting re-use of the movie footage. I especially liked the title cards.

Would have been nice if the type-ins had some setup or a bit of context. I got through most of them with the old printer's rubric: "ETANORISHDLF..." ; - ) Also, even though the game tells you about the border colour thing, a more affirmative indication that it's ready for input could be helpful, especially because of the different actions required.

Is there a server available? Seems no single-player campaign...

"Other" team represent!

Thanks for the stats!

Hi! Thanks for taking a look and finding the workaround! 

I noticed this on my last test and changed it to [s] (and [r] for restart), but I wasn't able to sneak the change in before the deadline.

Works great! Thanks for the fast fix!

For what it's worth, FireFox on Linux [ctrl] and [alt] for A and B didn't work. Would it be possible to provide z/x as alternates? Thanks!

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Well, my schedule has been completely wrecked thanks to roof integrity issues. So, I'll just leave this mysterious semi-abstract screenshot as proof that I was here..

I'm looking forward to trying everybody's games!



Hi! Thanks again for your help! I got it working: https://oofoe.itch.io/puz15
(password "puz15" -- I just don't want it showing up on my profile yet because not finished.)

Another question, if you're willing... I'm trying to use the array language capabilities to figure out if there's an opening to move a tile into by vector adding to get the orthogonal neighbours:

np:2 window (p,p,p,p)+(1,0,0,1,-1,0,0,-1)

Then I get the contents of my tracking map (canvas that I write the actual tile positions into) at those positions to determine if one of the neighbouring spaces is empty (=0):

0=map@np  # Yields something like (0,1,0,0)

I know that a lot of array languages have some kind of operator to filter one array by a boolean other, so I could apply the result of the 0=map@np to np and arrive at just the coordinates of the empty space (or nil, if no empty space in neighbours). Currently, I'm grovelling through with an each loop -- is there a way to one-shot the operation like that?

Thanks!

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Okay... So I guess this is the relevant bit in the manual:


I thought that ".event" was just a dictionary, not actually a function (method?) that was taking event names(and optional arguments) as its arguments. Obviously, I need to read more carefully... Thanks very much for pointing me in the right direction!


With that resolved, I think I'm getting very close to the endgame here!

Passing arguments with event calls from Contraptions?

Hi! I was going through the "Breakout Three Ways" tutorial, and decided I wanted to make my own game-like object. I have an array of tiles (Contraptions from a Prototype Tile) and when the user clicks one, I want it to pass the tile's label (kept in a hidden field) to the top level Card script. That top-level script looks like this:

on moving which do
 alert["Yes, this is the card top level."]
 alert[which]
end

So, the event should be "moving[]" which accepts an argument (`which`), right?

So, in my Prototype, I have this script attached to the invisible button that makes up the tile's face. The "which" field is hidden, keeping track of the label for the tile:

on click do
  card.parent.event.moving[which.text] 
end

This is based on the "Breakout" example, but none of the Card level event handlers take arguments, so I'm trying to supply the argument as I would with a regular function. I've also tried without the brackets and using literal strings or numbers instead of the text from the hidden "which" text field. And every time, all I get is zero, or null or empty (with event handler code above).

Can someone give me a hint on where I've gone wrong? This seems to be a reasonable way to call the event (other events seem to do it?). But if I can't get it to work, I'm going to have to do something stupid like set a flag on the Contraption and call the event and have the handler grovel through all the widgets to find out who's got the flag set.  I guess if it works, it's not stupid, but it seems inefficient since I know what tile is raising the event?

Thanks!

Fun to run something on one of the retro big boys -- I remember dreaming about having a super high resolution black and white display all to myself! Performance was good, no problems with mouse targets, image was really crisp. Nice puzzle!

Love the cat! Nice ambiance.

Nice look, music very atmospheric! 

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Interesting picture-in-picture concept. This gives me the feeling of a PlayDate game, but in colour. This is the definitive rebuttal to any complaints I had about the complexity of xAfflixrElixr... ; - ) 

Great controls, like how momentum is imparted by shots. Also hold for shot charge was good. And losing diameter (instead of overt lives) was great! Aspect ratio was incorrect for my screen, so I had an egg flying through lemons...

Nice dynamics, the powerup beam laser was great! Mechanics felt straightforward and worked well -- my splats were all my fault! Had some trouble selecting difficulty at opening screen for some reason.

Images were nice. Since the verbs were so limited, something like a command palette would have been a nice affordance (I'm not really into old-skool guess the word puzzles though ; - ). Very cool to run so retro!

Took me a bit to figure out what was going on (because I don't read instructions), but really gelled once I figured it out. Compelling loop, good music, graphics simple but with a nice feel. Really liked the idea of having angled planes on the "flipper ship" to bounce in different directions. Second the call for keyboard rotation controls. I think it might be interesting (if you haven't tried it already) to see how it works with the standard asteroids controls, which would take care of position and rotation as well as being more "spacy"... If you really want to excite the nostalgia factor, suggest vector (instead of pixel) text.

As a REBOL-refugee, Janet is the first place I've really felt at "home" (although it could totally use a built-in cross-platform declarative GUI...). PEG is great to have handy, and Jester is basically the outcome of a mad evening of "hey... if I did this, then I could also do that..." . I've since learned that there's a complete Janet-syntax PEG here not to mention the `parse` function which just handles a lot of the heavy lifting for me. So, once I finish my next project... there will probably be some new developments.

Thanks for taking a look!

Hi! Glad you found it interesting! Not sure how to direct message, so please feel free to list issues here. Thanks!

Oh phooey! I thought I was so clever, just checking to see if all slots were filled... Thanks for the explanation!

I like the "bouncy" feel of the controls. Second the motion for some kind of soundtrack.

I considered a robot player, but frankly, I was lucky to get the game as it was working...

I told my mother all those normalized vectors would come in handy someday! This reminds me of "Kami-Kaze Drive", a text-based racing "sim" I laboriously entered into my ZX-81 back in the day. It would be interesting to see it with the same controls but in real-time...

Transpiler crew represent! It's funny how many new use cases you find when you actually try to do something with 'em... Loaded pretty quickly, no problems with controls or display. Looking forward to what you do next! 

Very much enjoyed this! The "satisfaction" system was easy to understand, wide choice of buildings and different types of industry and commercial endeavours added a lot of depth. I took a crack at something sort of like this once (Harmony), but this one is very polished and your experience shows.

Updates are a bit bothersome -- sometimes my keystrokes were captured by input field, others they were reproduced in the feedback area. Would be nice if there were a few more predefined places to go. Keyboard for mobile users was a nice touch. Hope you get to develop it more!

Fun to watch -- an amusing juxtaposition (and bad pun (the best kind!)). Would be nice to have some more sprites of the goofy chicken walk. Definitely takes more skill than I've got -- either the ball is on the floor or headed to orbit!

Perhaps you played a more sophisticated version? My understanding was that the win condition was just four-in-a-row as described. Thanks for taking a look!