-- Umbrella Adventure - The Castle Of Cake --
#41
Posted 30 December 2009 - 12:07 AM
#42
Posted 30 December 2009 - 02:19 AM
#43
Posted 03 January 2010 - 01:28 PM
Thanks - I'll move the wall a bit, should fix it.Here you go. It is actually fairly difficult to replicate (I had to jump at the wall for a few minutes in various different ways before he got stuck). Once immobile the gopher stays in the "landing in water" sprite.Can you replicate that glitch and include a screenshot?
Will fix this, thanks.I also found a glitch: At the level where Gopher jumped off the rocket launched from the garden, when I ride on the rocket plant going from the "egg" to the tower level, quite often Gopher falls from the flying plant down "posed" horizontally and lands so that he lies down.
Problem with gamepad? What was wrong, anything I can fix? Certain gamepads have a tilt control or static 'throttle' which might not be zeroed when you play, so if you have the 'use POV' option on it might be reading from a different input on your gamepad. You could try turning just the POV off and see if it still works at all.I turned off gamepad and game works properly.
(problem with gamepad)
No - your victory is escaping with your life and as much cake as you can grab on the way.can hero beat big spider in the mill?
That's a shame, especially about Runman.I've finally found the time to play this, but alas, it uses SXMS; a DLL that outright refuses to work for some hardware configurations, me included. Until I can find another computer, I'm afraid this has to go into the "refuses to load pile", along with Runman
#44
Posted 04 January 2010 - 03:35 PM
Glitch reports.
1: Got stuck in the first rock puzzle room with the 3 rocks, pushed the bottom one over to the right too much and jumped over the rock and into the ditch- and I couldn't jump out and the enemies couldn't reach me.
2: Color left in - Link 1, 2, 3, 4
3: Jumped to and from shown position - Link
4: Hit the barrel to and from - Link
5: In the room where you use the unicycle bear to get the cake, if you use the umbrella slide on the pre-top platform and have enough speed- then you'll fall through the final string instead of moving onto it - Link
6: Jumped on the the new fly that was coming in while he was still against the wall - Link
7: Went and stayed in wall while swinging, could get out though - Link
You should add a way to turn the gamepad controls off too, I have bluesoleil with a wii-mote configuration on file which causes the left joystick button to constantly be held down- wether POV is on or not. And bluesoleil causes FPS issues(slowdowns) with all versions of GM, depeding upon wether it's turned on or off and depending what has an entry. And if it's unplugged or not and wether it's connected and etc, and when it's set to not cause GM any slowdowns the left joystick button is stuck down then. Mix bluesoleil and teamviewer together and I've seen a 30 FPS limit get thrown in with certain versions of GM, and with heavy processor usage.
And I'm not sure if it's because you use the freeze game when the window isn't selected or because you have joystick use on, but sometimes there's major strain put on your game because of bluesoleil which causes it to run at a few FPS with max cpu usage after I switch back and forth between windows sometimes. To fix this, I have to turn bluesoleil back on and select your game- wait until it starts running at a decent FPS and turn it back off again. Too much trouble too uninstall bluesoleil, and it's the only driver that's compatible on XP with a wii-mote.
Edited by Razon, 09 January 2010 - 06:26 PM.
#45
Posted 09 January 2010 - 09:05 AM
Uneventful intro that made me mash the button to skip dialogue. Did not draw me in at all. A voiceover or opening sequence will do wonders here.
Annoying/incomplete mechanics. Swinging ropes were an absolute pain to grab on to, trying to jump off an edge with a run-up like I'm used to doing from other platformers, just resulted in the jump not registering and me falling off. Combat consists of standing still and spamming the attack button.
Lots of cake pieces were positioned in seemingly impossible to reach places. If I'm supposed to come back to them after I get some new ability, there should be some hint of that, like ye old unbreakable rocks in rpg games.
The dark silent rainy atmosphere is excellent for a mysterious exploration game. But collecting cake? Sounds like you just gave up on a well-started concept and quickly 'finished it off'.
#46
Posted 09 January 2010 - 07:31 PM
Update: v1.2 (09.01.2010)
New version:
Downloads: YoYoGames mirror | HiVE (with change-log in full)
New gameplay trailer:
On Youtube. Enjoy.---
Thanks, glad you like it. Yeah, I coloured a couple of tilesets in and loaded the game with them, but it wasn't anywhere near as nice. The forst environment is mainly browns and greens which isn't a particularly interesting scheme. This is one case where greyscale is a real advantage.The game is very well done, nice and long and vast. It could be a whole nother experience if it was in color, have you ever tried basic coloring a screenshot to get an idea of what it would look like?
Fixed them all, thanks. Good eyes.Glitch reports...
This sounds like a very specific issue. It's a shame it affects your system, but I'm not sure what could be changed in the game to improve the problem - I've added the disabling joystick suggestion to the list though, so it might make it into the next update. Sorry to hear it's getting in the way of your enjoyment.And I'm not sure if it's because you use the freeze game when the window isn't selected or because you have joystick use on, but sometimes there's major strain put on your game because of bluesoleil which causes it to run at a few FPS with max cpu usage after I switch back and forth between windows sometimes.
All these are addressed in the latest version.Uneventful intro
Swinging ropes
Lots of cake pieces were positioned in seemingly impossible to reach places.
As with most games of this type, you unlock more abilities as you progress. Aside, it isn't really intended to be action-oriented in any way so 'combat' insofar as it exists wasn't one of our priorities at any time. I'm not sure what exactly about collecting cake makes you think it was a rushed decision - after all, it's as arbitrary as coins, stars, eggs, pendants etc. It was intended from the beginning, and there was certainly nothing 'quick' about 'finishing off' development.Combat consists of standing still and spamming the attack button.
The dark silent rainy atmosphere is excellent for a mysterious exploration game. But collecting cake? Sounds like you just gave up on a well-started concept and quickly 'finished it off'.
#47
Posted 09 January 2010 - 08:33 PM
Here's some glitches that I came across while still using 1.1.
1: This happened after hopping on to one of those plant rockets on a certain spot on it, and then when it was about to leave the area the character hit a wall and fell off of it oddly like this - Link
2: There's probably not supposed to be ground here - Link
3: I noticed hints of color on a lot of images, to find and point out every one would be way too much trouble. I recommend that you just apply a grayscale to all of the images in the game, as that should completely solve it. Going to point a few out anyway - Link 1, 2, 3, 4, 5
On a side note people may not always want to save when they come across those save plants, and they'd have to maneuver over them each time if they don't want to. So you may just want to show some kind of text when players are by the plants that tell them that they can save, instead of automatically doing it for them.
Edited by Razon, 09 January 2010 - 09:40 PM.
#48
Posted 13 January 2010 - 06:44 AM
Lastly, I found an area with a wheel that highlights at the bottom, but I have NO idea how to turn it. There's also one of those rocket plants, but it will not fire.
To clarify: I need help XD
Edited by greep, 15 January 2010 - 08:28 PM.
#49
Posted 22 January 2010 - 03:10 AM
I especially liked the light effects - flames, save flowers, dying, wow!
I like the black & white aspect. It's perfect for this game.
I've been trying to figure out how to improve GM's typography. It looks like you've figured it out. I mean, the game is what - about 1000x800 or so, but even when enlarged, you have no blurriness on the text. Would you mind sharing, somewhere, how you did that?
Thanks again for this amazing game!
#50
Posted 24 January 2010 - 04:34 AM
I can't get past this gate thingy near the beginning of the game. I hit it and all it does is wiggle a little. :|
#51
Posted 24 January 2010 - 08:47 AM
Was this seriously made with Game Maker? The graphics are amazing!
I can't get past this gate thingy near the beginning of the game. I hit it and all it does is wiggle a little. :|
You're not meant to. When you get the ability to go through it it'll be obvious. In the windmill... there are some things you can knock over that will be of help
#52
Posted 09 February 2010 - 12:15 AM
Again, this is a really good game!
Edit: Nevermind, I figured it out.
Edited by quick12, 12 February 2010 - 03:14 AM.
#53
Posted 16 February 2010 - 02:58 PM
Thanks - will fix those. The change to make save flowers automatic was actually a user request too; we'll see what people like or not and change it back if necessary. I can't really think of a case when players wouldn't want to autosave though, what sort of situation are you thinking of?Here's some glitches that I came across while still using 1.1...
On a side note people may not always want to save when they come across those save plants, and they'd have to maneuver over them each time if they don't want to. So you may just want to show some kind of text when players are by the plants that tell them that they can save, instead of automatically doing it for them.
That's the point in the game where you have the most freedom about where to go next. I think you should try looking for a room with lots of spiders on a tree, and a rocket flower. It should be highlighted on the map by a "!" at this point. Look for a hidden exit - low, not high.Awesome game! I am, however, utterly stuck on the well. I dropped the boulder which lit up all those thingies allowing me to rise in the air with the umbrella. However, after exploring the well.. all I found were dead ends and a bunch of cake.
Glad you like it.Amazing, delightful game, Srehpog!
I've been trying to figure out how to improve GM's typography. It looks like you've figured it out. I mean, the game is what - about 1000x800 or so, but even when enlarged, you have no blurriness on the text. Would you mind sharing, somewhere, how you did that?
Thanks again for this amazing game!
Update and fixes coming.
#54
Posted 16 February 2010 - 07:32 PM
Times when I wouldn't want to auto-save is when I'm roaming around looking for the next place to go, but the journey is deemed worthless and I may not want to have to travel all the way back there by foot as it's a long way- thus where autosave could force me to do that if I accidentally touch it or have had to pass it along the way.Thanks - will fix those. The change to make save flowers automatic was actually a user request too; we'll see what people like or not and change it back if necessary. I can't really think of a case when players wouldn't want to autosave though, what sort of situation are you thinking of?
#55
Posted 19 February 2010 - 01:40 PM
Regards,
Pixel Palace
#56
Posted 28 February 2010 - 10:11 AM
#57
Posted 02 March 2010 - 05:38 PM
The ambiance just pulled me in from the start.
I give this game a 10/10
Could anyone give me a hint on how to solve the puzzle with the clock with the day and night hands? I have been puzzling on this for a few days, and I have no idea how to solve it, or even what to do. Thanks in advance for any help.
-Alexw.
#58
Posted 04 March 2010 - 11:42 PM
Could anyone give me a hint on how to solve the puzzle with the clock with the day and night hands?
You should have learned to use the spin jump attack when you approached the clock. Use that move on the clock a couple of times until you hear a clicking sound. The clock (and most other windmill-like contraptions in nearby areas) should run on their own afterwards.
GameGeisha
#59
Posted 05 March 2010 - 01:19 AM
I didn't know that you had to keep it spinning for a while. I was thinking it was more like a combination lock that needed to be spun back in forth in a certain pattern.
-Alexw.
#60
Posted 18 March 2010 - 09:46 PM
Hand draw and animated? I can't belive this!
nice job mann!
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