Hello! I'm a solo indie developer. On this channel I sometimes post things about my games, other times completely random stuff. Currently working on Fermata, an incredibly simple yet devilishly hard to master philosophical platformer where you move by flinging yourself around.
I would say the most important aspect of the music in this game is the randomizer. The tracks play after a random delay, and can even overlap eachother if rng strikes just right, but it doesnt sound bat at all when two combine.
Hmm, I almost agree, like how someone commented that Minecraft's music randomizer helps create organic, emotional stories, but then I think of that first section in level 10 with the creepy whole-tone scale... and I don't know if that supports the inclusion of the randomizer or works against it (because more such moments could've been created with specifically chosen music playing at specific places).
i remember i played this game as a kid because at that time i wasnt good at spelling and searched "bloo kid" because blue is my favorite color and i wanted to play a game where the protagonist was a blue kid lol
@@89odev I'm honestly so interested in this game and I usually don't play platformers. Plus the required skill means I probably won't get far I'm not that good at games 🤣but still it looks really cool lol
hey, this looks great! as a 2d artist, one small bit of advice: don't underestimate the power of gradients. they're easy to implement and help make even the simplest of drawings look more complete. i'll have to play the game when i get through my monstrous backlog :)
Hmm, I'll have to consider that for some later levels maybe, but I'm not sure it will fit the stylized look I have in mind. I'm trying to give colors a big significance (it's not very obvious in the demo, which is all gray, I know) by linking each color to a different area, while keeping the core gameplay elements white everywhere. I'll think about it.
it'd be nice if you could add special swinging hooks on which it is possible to change the length of the chain by scrolling with your mouse and with the chain automatically getting shorter, when the player would get closer to the hook. for reference see grappling hook from littlebigplanet 2. it feels great once mastered, which is why i'm suggesting it.
I'm skeptical of adding any more controls to the game, partly because of design by subtraction, and partly to make it easier to port to mobile. I could maybe do hooks which auto-retract and auto-extend, but rather not anything that will require a new input.
When I set palette_ind to 0, then try to increment to 1 the palette remains the same. When I increment again it starts to switch palettes. I've noticed that I have to start my index at 1 to get the palettes to cycle correctly. However when other people try on different computers there is a shift in the starting color palette; so when I see index 1, they see index 2 for the same game. Could this be a bug in the way GMS2 integrates GLSL? I cannot consistently tell the game which palette to use if it's showing up as a different index on different computers. :/
Well, sometimes GameMaker does wacky stuff... on Linux builds my games wouldn't recognize when I pressed the I key for whatever reason. I'll test this out tomorrow.
@@89odev I did come up with a solution to the immediate problem, though it is not as elegant. Instead of having a single color palette sprite with multiple palettes, I've separated them into individual palettes which are then saved as an array. Then I cycle through those given an index. ie: var _tex = sprite_get_texture(global.PALETTES[palette_ind] /*spr_palettes*/, 0); And then the shPalette_palette_ind is just set to 0 since that's where I saw the bug.
as someone with a 165 hertz monitor its really nice to see a game that has a specific setting to odd refresh rates like 165 kudos to you man, good luck on the game!
Nah, I don't think that's necessary, it's not important to communicate how the protagonist "works", unless someone wants to know the lore. And in that case, they should do some work for that knowledge. And besides, it would look weird for the character to suddenly become a black blob.
I agree. I only thought of this when I started considering accessibility features, and thought of Celeste's assist mode, but in retrospect, the game speed adds much more to the game than just "making the game playable for disabled people".
Awsome video! As someone with many years of game development experience, how would you recommend someone to get back into their own game development journey? It's been so long, i dont know what ideas to start with.
For brainstorming new ideas, look at what games you enjoyed playing and what specifically was in them that was so fun, and then pick and combine different aspects from different games; someone once said that creativity is just combining existing things in new ways, and I think that's largely right. You can do the same thing with non-video-games and pretty much everything around you, if you think some activity is fun (e.g. building Lego candy machines), you can turn it into a game (Infinifactory). Ultimately, you can also use stuff like random name generators (89o.itch.io/rng-3) and especially game jams to kickstart a direction for new ideas; I recommend trying to do multiple game jams at once if you're stuck. And once you've got several ideas: prototype! I almost never do this and that's why I have so many crappy games. For getting started with new games, I recommend Jonas Tyroller's videos best; his first video on Thronefall (ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-u4mYGYhyS-A.html) and especially his new video on game dev as a search algorithm (ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-o5K0uqhxgsE.html) for more insight into prototyping and experimentation.
Played this game at half speed and its wonderful. Will try adding speed options to anything I program now. (You did a really good job. Gamefeel, mechanics and level design are excellent)