Sorry we can't do that as of right now.
Emlise( formerly faxdoc )
Creator of
Recent community posts
Hello, thank you so much for the thorough feedback, I really appreciate the detail and thoughtfulness in your reply.
All the points you brought up are valid and we are already looking into ways of addressing them.
1: For the the parry-hitbox visibility, it's something we've wanted to do but haven't quite been able to find a visual effect that looks good and reflects the position accurately. And yeah the parry box is a disjointed hitbox, so i totally get how it can be awkward/inconsistent when you don't quite see how it works visually. And yeah being able to tell when the angle was off of timing is off can be really hard to.
2: For the lack of I-frames, this is in due part because of the very volatile hp-values of you and enemies, so giving the player access to longer iframe-windows would make it very easy to just steam-roll most encounters with firames/rapid healing. That being said there might be a more elegant solution ( ie you get 1 second of iframes but loose them once you attack. ), we'll experiment more with it.
3: IIrc, as far as enemies are concerned, only the final boss's saw attack and mortar explosions do 2 damage. Most everything else is either 1 or 1.5 damage. ( biter lunge = 1.5, spitter projectile = 1, crab enemy attacks= 1 or 1.5 ). So If most attacks did 2 damage, I'm very sorry you might have been playing a bugged build.
As for the damage values being high, it mostly stems from wanting to focus on having easier attacks you have to dodge consistently instead of harder attacks you're allowed to get hit more often by. At least during our testing we found that 5 hp + enemies dealing 1 dmg quickly turned into mashing with how many hits you could tank. ( making hearts heal 0.5 hp isn't a bad solution, but might be a little late since we'd have to rebalance the game around it ops... )
Also an perfect run mode option is actually a really great QOL idea, gonna try to get that implemented into the demo soon, thanks for the suggestion.
Sorry if this reply is a little short/rambley, It's late but wanted to leave a reply since I really appreciated the thoughtful feedback. It's also fun getting it from someone with so much experience with my previous work.
Oh and also, hope your own game-dev work is going well, Ballet of Steel was super fun.
That's all I have to reply with for now, hope you have a good day
-Emlise
I recently got super into this game again, and wanted to lab it and learn more about how it worked. I went looking for other's gameplay on youtube but couldn't find much, so I figured I'd chip in with my own.
I've got like 6-8 hours in this demo(?) and it still feels like I've barely scratched the surface, really amazed how much this game has going for it already. I could honestly gush about this game for hours, it's so much fun. I wish the dev good luck and hope the project goes well.
So um quick update, when I woke up today I tried running the code again it just magically worked kinda? Tried it across different versions and it seems mostly fine. on IDE 2024.8.1.171 with runtime 2024.8.218 I get the error "Win32 function failed: HRESULT: 0x887a0001 Call: at line 386 in file \Graphics_DisplayM.cpp". Hope this helps.
I am using the itch version, for which gamemaker version I've tried an old LTS build, the newest lts build, newest beta build, latest 2022 build, 2024.8.1.171 and some other builds of gamemaker. For runtimes I've just used the defaults for those, as well as 2024.8.1.218. For output I'm not quite sure what you mean, It just returns undefined no matter what.