68kStudios's Forum Posts

  • Available now, also on GOG.com

    gog.com/game/inferno_beyond_the_7th_circle

  • A couple of new screenshots:

  • Update: "Inferno - Beyond the 7th Circle" is on of the game of the current Steam Game Festival.

    You can download and play the demo of my game here: https://store.steampowered.com/app/1251850/Inferno__Beyond_the_7th_Circle/

  • Windwalker Thank you ;)

  • New update with some bug fix and a lot of small improvements.

    You can play "Catacumbas" here: 68kstudios.itch.io/catacumbas

  • Hello!

    I was wondering if you have yet to find a way to bypass your fullscreen issue on starting up the game.

    I'm having the same complication, having the game require a click (keyboard) input in order to set it to fullscreen.

    Would love to hear if there's a fitting solution out there.

    Cheers

    Not really: I've added a selection when the game starts between Fullscreen and Windowed, forcing a click of the user, but I know that it isn't the best solution...

  • Found it here

    construct.net/en/tutorials/exporting-desktop-apps-nw-js-15

    FULLSCREEN MODE

    To run NW.js exports in fullscreen mode, as with other platforms use the Browser object's Request fullscreen action. Normally in a browser this cannot be used automatically, and requires a user input event to work; however it can work automatically in NW.js. Therefore you can use Request fullscreen in On start of layout to automatically put an NW.js game in to fullscreen mode.

  • Ok, it seems that you have to click on something on the screen to "activate" it, and after that any conditions can trigger the "Request fullscreen" action.

  • Well, the game can't automatically go fullscreen only after the loading layout, the splashscreen and the intro...it doesn't make any sense.

  • From the manual : Note the browser may ignore this request unless the action is in a user-initiated event, such as a mouse click, key press, touch event or button press.

    I've read the manual, and there was (now it's gone) another line after the one you quote:

    "(The one exception to this is NW.js which can request fullscreen at any time.)"

    Is this no longer true? And, even stranger, if I put the same condition ("On start of layout -> Request fullscreen") on the fourth or fifth layout, it works fine...

  • I'm working on a PC game, so I will export the project with NW.js.

    I want to start my game on fullscreen using the Browser plugin. "On start of layout -> Request fullscreen" on the first layout just doesn't work, nor using preview, neither if I export the game with NW.js.

    I can set the game fullscreen only if I click on a button or take an action.

    Am I missing something? What I'm doing wrong?

  • The game is also on Itch.io with a new update

    https://68kstudios.itch.io/catacumbas

  • The game’s atmosphere is nice, especially better now with sound effects and music. The current music is good, but becomes too repetitive after listening it for 30plus levels. I turned the music volume down.

    You are right, I'm making some new musics that will be played during the game

    Suggestion: It would be nice if you could add a changelog to the menu :)

    For now, you can see a more detailed changelog on my facebook page facebook.com/68kstudios

    About the shooting enemies, I've added this behaviour to other monsters, like the Floating Eyes in the first levels. So you don't need to reach level 37 again to see some variety :D

    Thank you again ;)

  • Question: Does it also say “0” when enemies miss you? Or “0” only displays when they hit, but they deal no damage?

    0 is a missed blow, the minimum damage is 1 even with a DMG reduction of 10

    Question/Suggestion: Are some enemies capable of hiding? Sometimes I see rats coming out of nowhere, and once I thought a goblin suddenly became visible, but it’s impossible to determine if they came from another room or corridor.

    No, but some enemies (like rats) can reproduce themselves, so you can see a new enemy appears next to another of the same kind.

    Question: is it the same to perform the search action with 1 ap remaining or 10 ap remaining?

    yes

    Bug: when entering a room by diggin a Wall through a neighboring room, the line of sight mechanic doesn’t work and you can only see 1 tile into the room.

    It's not a bug, it's intended in this way. If you are in a tunnel in a wall, you can't properly see around you. It's a little disadvantage to not use the main door ;)

    Thank you again, i'm going to publish a new update soon

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  • I will write more as I play, if you wish.

    Yes absolutely, I need this kind of feedbacks ;)

    I'm taking notes of your suggestions for the next update, thank you.

    The throw knife skill of rogue is so bad considering its mana cost. It does laughable damage. In every manner of speaking, moving into attack is much better. Does it get better over time, or with increased mind skill? Another question: Lets say I have 12 action points when I'm next to an enemy. WHen I attack, do I make only 1 attack, or the number of attacks is based upon a combination of the weapon and the action points remaining?

    1) Yes, It's just that weak :D but it's modified by Strength

    2)the number of attacks is: Action Points left / Weapon Weight, with at least 1 attack granted