Yes, I have received feedback on the difficulty from other people as well, looks like it really is difficult... :P
Besides your nice suggestion regarding the jumps, I also thought about giving the player more hit points... the fact that you immediately die from any mistake probably makes things a lot more difficult too, but initially I had the starting character have just one hit point because further in the game you can unlock other characters, each with their own features, one of them being able to collect more hit points... But I guess I could give the starting character a low limit (like 2 or 3), while that other character has no maximum hit point limit.
Well, thanks for the feedback and the heads up about the Discord server, although I feel a bit lost there, never used Discord before.
I've been working for years in this platformer game called "Super Bombinhas" ("super little bombs" in portuguese, my native language), and I recently decided to make it open source.
I would like to share with you guys and receive any kind of feedback, and I could use some help to finish the project. I have planned for it to have 8 "worlds", but have only created the assets for 3 of them, and the actual stages for only one and a half...
If someone is actually interested, we can talk further about ideas for the rest of the game and how to improve what has been created so far.
Here are the repositories:GameLevel Editor
I know it's kinda late but... I have created a library called MiniGL, which uses Gosu, and that provides a module for collision checking, you can check it out here: https://github.com/victords/minigl
The collision checking is based on rectangles only, definitely not ideal but still pretty useful. I'm building a platformer using it.
By the way, your game looks great!
Wow, nice! =)
Your project provides many similar features as mine, and some more... =P
However, the physics module in my project provides not only collision detection, but also response (i.e., you can try to move an object, it detects a collision and automatically stops, instead of intersecting the other object). Also, the UI controls (buttons, text fields, etc.) are a bit more customizable.
Anyway, I really liked it. Have you considered making a gem out of it?
I suppose it is time I introduce to you guys one of my (not so) recent projects. It is MiniGL ("minimal game library"), a game framework based on Gosu, i.e., something like Chingu, but smaller, and with different features (Chingu offers some things MiniGL doesn't, while the opposite is also true)...
Well, I've been working on it for about one year, and I hope you like it.
I'm looking forward to your feedback, suggestions, complaints, etc. =P
In the attachments, some screenshots of a game I'm building with it.
, for making these projects possible!
Hi, thanks for the answer!
I haven't found the link for the internal search before, now I'm aware of it. =P
Anyway, when I tried the strategy you suggested, the graphics in the new window "crash" suddenly, a little after it has been created. However, my game is already somewhat complex, so I think this problem could be related to references to the older window (because all images have to be given a reference to the window when loaded)...
I'll try to clean up all references to see if it solves the problem.
I'd like to know whether there's a way to toggle the full screen mode in Ruby version...
Sorry if there's already some post on this subject, but I couldn't find it in Google, so I supposed there isn't =P
Thanks in advance!
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