Ulversoul's Forum Posts

  • 12 posts
  • Hi again Markus :)

    Now I managed to get a little further. Didn't manage to keep the oblivion at bay though (if that even is possible). So every round I learned a little something new about the lights, but it is still a bit of a guesswork and mystery how they interact between each other.

    Cool, this feedback is really nice, and you are on the right track. It's this interest that I hoped to achieve, that's how I thought of Lost in Creation. I confirm to you that there is a way to escape oblivion.

    I did note the dim spheres around the lights, but they were barely visible. I recommend increasing their visibility as I almost missed them.It seems like there is an area around a light where one cannot create a new one? Seemed like it. Not sure. Or maybe there is a cool down? Unsure. Maybe these issues are easily solved with feedback and reactions to player actions. Visual, or audio.

    Yes, what you are talking about is indeed a zone where we cannot create, I had to limit the creation zones to balance the difficulty. Once again, I take note of your remark :)

    Also, after 4 (or did I do 5?) tries, I again feel a strain in my wrist. I am using a Logitech MX Master 3S mouse which requires some effort before it clicks so I feel I am straining a little as I hold. I recommend you find an alternative input method. Maybe a brief click and hold to commit to a location and then a circling motion without the need to hold the mouse key? Holding a key for an extended period of time doesn't feel physically good, but a soft rotating motion might even release some strain if there was some before. Though you would have to consult a specialist on this one :D

    That's the hardest thing to change. Your idea of ​​circular movement is not bad, really. But it's difficult to implement, unfortunately, for now I can't make such a profound gameplay change like that. But I'll think about it.

    It is a fragile balance fighting against how we have been conditioned to instant gratification. If there is no feedback, I start questioning my action. If I see no reaction, I try something different, but maybe the first one was right after all and I just didn't wait long enough. Then there is the timer ticking. I need a solution or I am going to fail.

    That's so true! You understood and summarized it well, and that's also my current difficulty in sharing it, in our habits of instant gratification, exactly. Of course, it's raw, it's a prototype, it lacks feedback, and it's feedback like yours that improves it. But the goal is also for the player to invest themselves, to question things, and to experiment.

    Once more, Thanks for your very detailed feedback and your involvement :) I imagine there are probably still some mechanics you haven't seen. One thing that might help: the introduction gives clues to understanding the goal.

    Here are some important clues that could help you:

    Thanks again, take care!

  • Hi Markus, great to read you again!

    Did you get past the black screen where the flame is alone? That's information I'm interested in.

    No, I held and clicked around, but didn't figure it out sadly.

    Okay, so if you try again, just take your time creating. (It takes quite a while.) You're not the only one here who doesn't know what to do. Once again, some feedback is probably lacking here.

    Let's see I walked off the cliff, down to the ruins where structures are falling. There was one that killed me multiple times. I bet this is just a skill issue =D

    Yes, there are some tricky parts. Are you using the flame mechanics? It can help you progress by protecting you. And make other things too ;)

    BUT, yes, moving was so slow my wrist started hurting. :S

    Okay, I see what you mean. Yes, the movement is slow. Indeed, it's a deliberate choice, reinforcing Kaldalius's state (again, I'm keeping your comment in mind).

    Indeed, I'm going against the grain of typical gamers' habits. The games are quite slow, you have to take your time, but they're also very short.

    • Lost in Creation can be finished in 3 minutes once you know it.
    • Path to Dusk's Souls, can be finished in about ten minutes.
    • Both games have an ending, open to interpretation.

    Hmm, I think I by the virtue of having had experience with this genre can see where the mood/idea is possibly going, but didn't quite get there in reality.

    Yes, progressing, observing, understanding the gameplay, and finishing them helps to understand the lore and perhaps grasp the hidden metaphor. There's a rather profound message behind them, even when connecting them.

    You are welcome! I hope this has been at least a little helpful.

    Thanks and... absolutely, your feedback is very valuable! It's great too, to see that you're trying to understand the substance, not just the form :)

    Thank you very much again, probably see you next time!

    Here some things can help:

  • Hi Markus!

    Lost in Creation

    For time of creation :

    I understand that, here the left mouse button icon stays red for quite a while to indicate that the click must be held down.

    But I'll do what's necessary to make it more explicit if needed. Did you get past the black screen where the flame is alone? That's information I'm interested in.

    I have already some players, who didn't understand how to interact in this screen, and others who figured it out on their own. It's interesting to see how players behave. (fix minor is planned for here)

    The balance between cryptic and guided gameplay isn't easy :)

    Cool that you liked the intention!

    Path to Dusk's Soul

    For the intro text :

    Yes, I think I'll simply make the text accessible via keyboard to address that, very good point!

    For the wind intro sequence:

    Should I infer that you didn't get past the first screen? The wind phase only lasts about 5 seconds, you know. Anyway, I'll take your feedback and impressions into account! If you happen to come back here, I'd like to know if you feel you missed the heart of the 2 experiences ? (Especially for Lost in Creation)

    In any case, thank you for your feedback, which will be helpful!

    For others who are curious or interested, your constructive comments and sincere support are welcome, to improve the experiences.

    Take care, See ya!

  • Hi all ! I'm currently developing video game prototypes and would appreciate some feedback.

    These two prototypes are short and free, and they lay the groundwork for their interconnected universes.

    I'm currently working on the third, which, like almost all my work, is similarly interconnected.

    Their symbolic, minimalist, and metaphorical content is strong and intentional.

    Lost in Creation

    https://www.construct.net/en/free-online-games/lost-creation-86472/play

    https://ulversoul.itch.io/lost-in-creation

    Path to Dusk's Soul

    https://ulversoul.itch.io/path-to-dusks-soul

    https://www.construct.net/en/free-online-games/path-dusks-soul-86474/play

    So expect some rather cryptic experiences, but also guided ones that strive to remain fair.

    It's precisely on this point that I need feedback from players with diverse experience levels, as the experience is... let's say, unique!

    Thanks to those who will try the adventure, and good experience!

  • There is a thing who can help you too. Isolated your problem, create a new project and put in, your boss events and behaviors gradually in only one events sheet. And look how he behaves.

    It's a practice that is used in creation and programming, but maybe you found the solution since.

  • Hi ! Its hard to say, in your screen so you are in the start of your level? In your conditions during your boss introduction, are you shure his calcul of aera activation is correct, is there another place you call your boss activation?

    If you re-upload a screenshot of your events and change the language to english, maybe you have a better chance than some can helping you.

  • Yes Radkampfwagen is right. If you use several events sheet, what I believe with "pointsLvl3" and "Player deaths3", you must declare just one time your global variables just in one sheet and delete the others. And you can too use the same global variables for all your levels, its prevent error and its more clear.

  • Hi ! Ahah don't be angry dop2000, I understand but he must be a little lost. But it's true your explication is not too clear, it's better if we can to see your full event sheet. I think don't use Reset Points to default just use Set Points to 0, in case your variable is wrong declared. Like this, a little exemple working :

  • Ok I see, as dop2000 said, the module platformer works with a system of ejection, surely every frame, when there is a collision. It's something I had to do to rectify the vertical moving platforms collissions with love2D. So I think you're right, altering this module will bring me more difficulty, but I will do certainly some other repositioning collisions test.

    But thanks to you, I isolated the problem while testing if the collision work less precisely and I move my draw sprite in this case. Indeed, It's work good graphically,

    Thanks you 2 !

  • Yes I understand what you are saying, but the problem is that the repositioning of the engine is inconstant. Placing sometimes in the wanted x or in other times offset by 1 px. The sprite draw who takes the same x and y of his mask will have the same problem. Except if as you say, it is repositioned on "bad collisions". I will do some test, but I have already do a clean collision, only with a mask in game maker for example or in lua.

    Anyway thanks for your explication and for your help !

  • Thanks for your answer, but I don't think you are really understand this problem. I speak of horizontals collisions in X axis. A interval that is created randomly when the engine repositioning the player :

    I already used the function "Is overlapping at offset" my variable collX is there to check how work the collisions engine. Here my events :

    Used just the mask player is voluntary, I want to see and understand how work the platformer behavior without graphics.

    So if anyone know another solution, maybe more functional than mine or a solution for check collisions with solids tiles (with variable) I take it, bye !

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  • Hello all !

    While using the platformer behavior , I noticed that there is regularly a shift in the player's position relative to solid elements. It is very slight (less than 1 pixel) but enough to offset the player by 1 pixel. I have resolved this problem, its work good for now and if it can help somebody, it is certainly due to the floating numbers:

    But that doesn't work with the Tiles map. In fact my variable of collisions does not detect any collisions and so the same problem comeback. Do you think there is a possibility of detecting collisions of solid tiles with a variable ?

  • 12 posts