Re: WC - a silly 2D platformer

Re: WC - a silly 2D platformer

Postby Lyberta » 15 Apr 2019, 13:06

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Re: WC - a silly 2D platformer

Postby Julius » 15 Apr 2019, 14:39

Can you add some screenshots or a small gameplay video to the github page?

Otherwise I doubt anyone will be motivated to test it :)
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Re: WC - a silly 2D platformer

Postby drummyfish » 15 Apr 2019, 21:44

Lyberta {l Wrote}:NC...


That's right, @StephenJSweeney you will be required to change the license if the game is to be discussed in this part of forums. The game looks very nice, but a non-commercial limitation makes it not meet the free cultural work definition.

EDIT: Okay, it's been pointed out that NC for assets can pass here, but it does make the game unfree and not acceptable in e.g. LGW or Debian. To me personally this completely kills any interest in such a project and I am not alone, so please still consider the license change, I believe it would benefit the game and the users alike.
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Re: WC - a silly 2D platformer

Postby dulsi » 15 Apr 2019, 22:21

drummyfish {l Wrote}:That's right, @StephenJSweeney you will be required to change the iicense if the game is to be discussed in this part of forums. The game looks very nice, but a non-commercial limitation makes it not meet the free cultural work definition.

Actually that's not true. Look at the pinned post here. Julius isn't that strict.

Why going down a toilet? I'm curious about the inspiration for the game. I suppose with Mario we already had a plumber going down pipes.
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Re: WC - a silly 2D platformer

Postby fluffrabbit » 17 Apr 2019, 17:04

I hate platforming puzzle games, but this is extremely polished. Nice music, nice typography, a bit too much text, a bit confusing at first, a bit depressing overall (fake it 'til you make it!), but not bad.

dafont is a bit unreliable with license information, but I did find the license for Enter Command, which is not public domain. The only reason I looked is that I'm always a little skeptical about font licenses; fontographers are a special breed.

You are free to use this font for personal or commercial projects, all I ask is that you include credit.

Licensed under CC BY 4.0: https://creativecommons.org/licenses/by/4.0/


Maybe a rework of the screen resolution could benefit the game a bit. I know how it is to use nearest-neighbor filtering and try to get things to look good at every possible scale. The approach tends to differ from game to game, but any way to not have to play it in a fixed 1280x720 window would be a plus.

Very nice!
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Re: WC - a silly 2D platformer

Postby fluffrabbit » 18 Apr 2019, 12:24

It is a challenge, that's for sure. Quite a decent amount of content too, and a level editor!

WC is highly polished but aesthetically depressing. Subtle symbolism like traffic lights and the protagonist being out of shape don't help. The choice of muzak, though beautiful to listen to, is not very peppy. The grey color palette is the worst; the "fun" retro platformers are more associated with high contrast, either white or black with dark greys, not this neutral tone.

When the protagonist of 1984 famously says "we are the dead", he doesn't mean it in a dead-inside kind of way, he means it in the sense that his government is preparing to kill him, which is much more action-ey, as can be seen in such dystopian games as Half-Life 2, which I consider fun. Or consider Duke Nukem 2 (skip to 2:50) which blends platformer action with dark and murky graphics and somehow manages to keep the player jacked. Dark doesn't necessarily mean depressing. Tone is important. You can't think like someone who is just drifting through life when you make art, you have to trick yourself into believing you're Duke Nukem or something, otherwise the result is a bit dull.

For the screen resolution, I usually design all my graphics to be scaled up x2 so that the nearest-neighbor algorithm doesn't screw things up too bad if there's i.e. a 2x2 pixel next to a 2x3 pixel, which is better than a 1x1 pixel next to a 1x2 pixel. For WC, I would suggest either bilinear filtering the whole screen or doing like Fallout 1 and 2 with scaling all pixels by an integer selectable in a menu or automatically setting the scaling factor (x1, x2, x3, etc.) and using the available screen space.

The text boxes are so long that I only read the first 1 or 2 lines before I skip it.

I already discovered the level skip hotkey, so no worries there. (Maybe turn that off?) The default keys were such that I didn't know where to jab my finger. I'm used to the emulator configuration of cursor keys and Z/X/C.
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Re: WC - a silly 2D platformer

Postby fluffrabbit » 27 Apr 2019, 10:47

I like the glow effects! Still not a fan of the toilets, grey walls, and the little nerd you play as, but that's a matter of personal taste. It seems pretty well developed and well on its way to the distros if anybody can get through it without wanting to kill themselves.
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Re: WC - a silly 2D platformer

Postby fluffrabbit » 28 Apr 2019, 08:53

StephenJSweeney {l Wrote}:There are things that can kill Walter, yes: there are spikes, slime bolts, and slime drips. Also, there's the ever present time limit to escape.

Yes, but:

1. Can Walter kill people by shooting/exploding/strangling/stabbing them?

2. Does the game provide a way to put the actual human player out of their misery?
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Re: WC - a silly 2D platformer

Postby fluffrabbit » 28 Apr 2019, 08:57

Also, how is the sprite atlas generated? If I wanted to change the graphics to be more punchy and less depressing, would it be advisable to do so by modifying the atlas directly?
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Re: WC - a silly 2D platformer

Postby XGenGamer » 29 Apr 2019, 10:03

Can you please provide us specification needed in our device to run this game..
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Re: WC - a silly 2D platformer

Postby XGenGamer » 03 May 2019, 12:09

StephenJSweeney {l Wrote}:
XGenGamer {l Wrote}:Can you please provide us specification needed in our device to run this game..


Not sure about RAM, CPU, etc., but the game will work on most modern machines. It supports screen resolutions of 640x360, 1280x720, 1920x1080, 2560x1440, 3840x2160.

To compile, you'll need SDL2, SDL_Mixer, and SDL_TTF.

Is this a mobile or PC game or both...
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