Julius wrote:Any specific reason why you prefer Savannah over gitlab? To me the latter seems like a good place to host FOSS projects no?
onpon4 wrote:* Completing the first major area of the game, composed of approximately 30-40 individual rooms.
This campaign is now over a third of the way funded, which is great! Let’s keep it going!
In other news, it was brought to my attention today that the instructions on the Hexoshi Download page didn’t work. This was because Hexoshi needed a more recent version of xsge_physics which I had failed to release, and has been corrected. If you had installed a previous, insufficient version of xsge_physics, you can upgrade with “python -m pip install –upgrade xsge_physics”. This will enable Hexoshi to run correctly.
Yesterday, while I was at work, funding for this campaign passed the 50% mark! Of course, this is magnificent; in just one out of about four weeks, we are halfway through our target. If we keep this up, we might be able to fund both Milestone 1 and Milestone 2 at the same time!
Of course, it’s not over yet. Don’t forget to spread the word! Every post on blogs and social media helps.
Another great thing that has happened is translations; people have stepped forward and translated Hexoshi to Spanish and Portuguese. You can see these translations now by running the “build.py” script in “data/locale”, then running Hexoshi with the “-l es” or “-l pt” command-line option (or just having your system language set to one of these).
Only a day after this campaign reached 50% of its goal, our entire goal has now been reached! It was quite a surprise yesterday when, while on a break during a busy day at work, I noticed that someone had contributed roughly $500 since I had last checked it. But I was even more surprised when I got home: while I cannot identify for sure who it was, I can tell based on the list of backers that this was one person, and not only did this person donate $500, they donated $500 in $5 pledges, meaning they asked for nothing in return! That is incredibly generous and whoever it is, I can’t possibly thank you enough.
This of course means we now know for sure that Milestone 1 will move forward, but remember: extra funds can be put toward the goals of Milestone 2, and maybe even Milestone 3. So let’s keep pushing!
I was able to test the game (the readme needs to be updated, I had to install sge, xsge, tmx and pathlib dependencies which are not listed).
I’m not used to the aiming system, I guess it’s the one from metroid which I almost never played.
I hope with gamepad we can just use the diagonals to aim in diagonal, seems simpler ^^.
When killing an ennemy, it look weird because the bullet explodes against it like it would against a wall, and the enemy just disappear. But that may be part of the graphics you will pay with the crowd funding, I did not check.
there is one path I can’t go because I’m too tall (so I guess I need to wait for morphball implementation), and one leading up which needs walljump implementation I suppose.
And the strong door which I guess needs a stronger weapon but I did not find any.
I think it would help you get less «clone» remarks if you change the look of the character a bit to avoid it having the exact same helmet as Samus.
onpon4 wrote:They're not listed because actual releases will bundle these dependencies in.
It supports two aiming systems: one is a slight variation on the Metroid Fusion aiming system, and one is the Super Metroid aiming system. The one caveat is that up and down always aim straight up and down unless you hold the diagonal aim button, rather than implicitly aiming diagonally when you run (so that you can shoot straight up while moving).
I haven't entirely decided what visual effect I will use for enemy deaths, but I'm thinking of just making the smaller enemies ghost out. Another possibility is to have a small "explosion" animation. This is not part of the Milestone 1 goals, the reason being that it's one of the lower priorities and I haven't settled on the answer yet. I'll probably do it at the same time, though.
I would also get less "clone" remarks if I turned Anneroy into a giant squid, but that doesn't mean I should do that.
There are three reasons I don't want to change Anneroy's design:
1. The sprites are already made. Changing them now would incur more cost.
2. It's a space helmet. Of course it's going to look similar to Samus's space helmet. This is unavoidable.
3. Even if the appearance of the character is entirely different from Samus, that won't stop people from calling Hexoshi a Metroid "clone". The main basis for this claim isn't the character's appearance, it's the style of gameplay.
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