hawkthorne / hawkthorne-journey Goto Github PK
View Code? Open in Web Editor NEWDigital Estate Planning: The Game
Home Page: projecthawkthorne.com
Digital Estate Planning: The Game
Home Page: projecthawkthorne.com
In the deans office when standing below the dalmatian against the desk characters will start to float when interacting with the dalmation. Characters stop floating when interacting with the prompt.
EDIT: This also seems to happen in the tavern if stuck in the wall.
Exact spot:
http://i.imgur.com/nhnkx.png
OS: WIndows 7 64bit
Add support for non qwerty keyboard, and allow custom mapping of game movements
Possibly add support for joystick controllers ( like a usb nes controller for example )
I think someone mentioned this in a previous release, but if you get attacked by one of the hippies and manage to jump on it while it's still going through its biting animation, it makes the sound of being hit/dying but instead of flattening it just goes back to the standard shuffling/movement animation for what I'm guessing is the rest of the time that its biting animation would last, then it disappears.
Start the game
Select a character (in this example, abed)
walk through the study room door
Exit to menu
select a different character (in this example, shirley)
walk through the study room door
you will now be abed again, instead of shirley
Also, how come forest 2 doesn't have the same music as forest one? Otherwise, great update so far. Frikin' blackjack man!
Hi,
I saw on your site "Ubuntu users: install LÖVE from the Ubuntu Software Centre, download the .love file and run it. Everyone gets to play!"
I am a fellow Love user, and you seem to be using Love 0.8.0. Ubuntu is unfortunately not up to date and still uses Love 0.7.2.
You should recommend using this ppa : https://launchpad.net/~bartbes/+archive/love-unstable
And by the way, awesome idea, I had seen your trello board and was hoping you would go through with it. :)
I'm assuming there's going to be some kind of room or something, but for now when your character meets the door high up on the gay & alive pillar, there's nowhere to land and you just exit the level as if you've finished it. Also as a note, it's really hard to get up there... it took me a long time to learn how to ride the frogs.
In this room if you go to the far right bottom corner and keep going right you fall off of the map and die. You start back in the room at Greendale. If you leave the room and come back your character changes to Abed. If you start in this room and did not come from a death, your character goes missing.
Choose one of the different Jeff characters and in the overworld the character appeared as Jeff and later in the "tavern" when he was moving up and down as opposed to left and right he would revert to the original jeff skin. With other skins (hulk) it momentarily disappears when moving up and down. This doesn't seem to be a problem with in any of the other characters that I used.
While pressing 'w'+''a' to move left you can press space to jump. When pressing 'up' and 'left' you cannot jump. Both 'w'+'d' and 'up' + 'right' allow you to jump normally.
Awesome work so far!
OS: Windows 7 Home Premium SP1 x64
Should lower the sound file by 30% or so. I kept jumping and it was too loud and annoying.
I would like to play this game with a friend. Any chance that there will be the ability to choose two players concurrently?
Such as one player uses the keyboard and another uses the mouse. I dunno know. Any ideas? Just a suggestion.
Thanks.
If you get hit by a hippie enough times, you should die. We need to implement a health bar
Data Execution prevention will not allow the game to open
I started work on the tile set but couldn't finish it. This is the unfinished tileset
and the unfinished Tiled .tmx file is in the repo as well.
The finished level should look like this:
And here is the previous work by Lasternom
Please make sure that you follow the Tileset Creation Guide.
The studyroom should actually look like this
You should be able to use this tileset to create it (ignore the Hippy blood)
Please make sure that you follow the Tileset Creation Guide.
Lasternom did some great work, but we need some more work to turn it into a tileset.
The finished level should look like this:
And here is the previous work by Lasternom
Please make sure that you follow the Tileset Creation Guide.
It seems that due to Pierce's height, there are issues holding onto pots in the tavern.
Able to reproduce in v0.0.35, tried moving pots around and that didn't seem to help. Maybe a collision with the bartop?
Something odd happens when you walk up next to those boxes added in the lab...It's psychedelic for sure, but probably still a bug. Happens on iOS X 10.8
https://www.dropbox.com/s/e91sm7u83zwcypu/20120823_084739.jpg
I had previously explored the game as Jeff, and later switched to Abed from the main menu. When I went from the study room to the hippy room, my character sort of glitched and switched back to Jeff.
Sprites that are holding pots, specifically in the Tavern, are showing a 'normal' walking sprite when moving either up or down. This becomes very evident when you see a sprite walk into a walk while pressing up and/or down. Their arms will go down to their sides and the pots will look like they are just hanging their.
I previously brought this up on the subreddit but I wasn't sure if any progress was made, so I am putting it here so it doesn't slip through the cracks. The current sprite node is good for stationary animated objects (e.g., torch) but many sprites that are finished could be added if there was an attribute(s) to set some movement. For example, squirrels, bats, villagers, etc. (at least those that do not interact with the player) could be added to the game.
Similar existing functionality:
the Hilda node already has a hard-coded pattern of roaming right and left (perhaps something similar which keys off an roaming range attribute and a similar up/down range would be sufficient for most situations).
Several people have reported this. It seems that after a little while, the audio will start skipping, or will be delayed, and the game will start to lag tremendously.
You are bumping the version by only changing the title text. However there is a version variable a few lines down, also there is a version file.
Currently the title says 0.0.19, the t.version says 0.8.0 while the version file says 0.0.13.
In the starting room, you can fall off screen and die if you walk to the very right of the screen and start walking up the side of the shelf and then keep going right.
From the Dan Harmon AMA on Reddit, there was a scene that never got filmed. I'll let Harmon explain.
In the scripted tag, Abed comes to Pierce with the thumb drive he took, and says "Pierce, I've been able to adjust some of the code for your Dad's video game and I've made a version I think you might like better." He puts the thumb drive into a laptop in front of Pierce. We cut to the laptop screen, where we see Pierce's avatar on a front lawn with the giant floating head of Cornelius. Every time Pierce presses the space bar, his avatar throws a baseball to his father's head, which gives him a thousand points and a "great job, son!" Pierce presses the space bar a few times, pauses, then leans over and embraces Abed and we fade to black.
We have the character sprites, but someone will have to design a front lawn.
Downloading hawkthorne.love and trying to start it results in:
Error: [string "main.lua"]:7: attempt to call field 'setDefaultImageFilter' (a nil value)
stack traceback:
[string "main.lua"]:7: in function 'load'
[string "boot.lua"]:310: in function <[string "boot.lua"]:308>
[C]: in function 'xpcall'
I am using ubuntu-12.04 and the packaged version of LÖVE (0.7.2) and hawkthorne-0.0.6.
If there is more information you need, please let me know.
On the character selection screen select "insufficient friends." Move the selection arrow to one of the empty slots and use tab. You will get this error. http://i.imgur.com/Sg3kU.png
I'm on 32-bit Linux running LOVE2D from the alternative PPA. I downloaded Hawkthorne 0.0.14 to try out, and had issues with character selection. It's like tab and shift aren't bound to anything. No errors. All the other keys work fine, and I can kill hippies until the cow comes home, but I can't change out of the stock outfits.
I was playtesting the new version 0.0.38 and noticed some significant and consistent lagging on the new Gay Island level. My framerate stayed pretty consistently between 45-55 fps (not enough lag to be unplayable, but enough to be noticeable). All other levels play at 60 fps.
It would be nice if the main menu also had a Quit (to Desktop) option. Now it's only possible from within the game.
I tried to do this without success, so I hope someone can pick this up. What is needed a "message" node.
Ideally, the node would have a message number attribute and the node would simply trigger a dialog box when the action key is pressed at that location and display the message (perhaps stored in a table, like in the Hilda node). The return key would advance to the next part of the message, and eventually close the box (similar to how a Hilda response works).
Some similar existing code:
Application:
This would allow players to have many small interactions with existing objects. For example, a message node could be set on Guzman's statue, when activated by the player it could tell the player what the small print on the plaque says, or just make some other community-related comment or joke.
Bonus:
It would also be extremely useful to have a prompt version (display message w/ Yes/No prompt and return a second message). This would be a bit more complicated but would allow more interesting interactions.
The black caverns have never been finished. When the level is done, it should look like this:
Please only use the above image for reference. The actual tiles need to be drawn.
Here are the sprites we already have.
You may also find the partial tileset created for Abed's caves of use. There are most certainly tiles that can be reused.
I've seen this for a while now, but for some reason on the left hand side of the tavern, there's a random set of stairs. I'm sure that they're not supposed to be there, but they have not been removed yet.
Also, one extremely minor problem I've encountered was when changing directions while walking in the opposite direction. If I'm holding right on my keyboard and then immediately hit left, Abed will slide rather than do the running motion.
I ran into this bug a few times with my first version of the Dean's closet level and now I am having it again with the Abed Castle interior rooms. When the height of a level is beyond a certain point, requiring the use of a similarly high offset value (in the case of Abed's Castle, the level was 22 tiles high, and I set the offset to 8 when the bug occurred). rows of tiles at the bottom of the level are blacked out. ( screenshot - https://dl.dropbox.com/u/3234330/offset-bug.png ).
When building the Dean's closet level I simply built a level with a shorter height to avoid the issue, but I can't do this with the recreation of Abed's Castle room.
Lasternom did some great work, but we need some more work to turn it into a tileset.
The finished level should look like this:
And here is the previous work by Lasternom
Please make sure that you follow the Tileset Creation Guide.
I noticed that when entering and leaving different levels where you are not warping in, the transition can seem almost too quick and jarring. I was thinking that being able to set a sound effect on entrance would help a lot. For example, a simple door click noise or creaking door sound would be a common use.
OS: Mac
Be any character. Die on any level by falling down a hole. When you respawn back in Greendale, go through the door and back. You will be a different character. Here is a chart:
abed-> annie/ abed jeff->abed
britta-> abed
annie-> abed
Troy-> annie / abed Shirley->abed
pierce-> abed
fat neil-> abed
ben->abed
vice dean-> abed
They always turn into costume-less Abed. I have had some characters change into other characters besides Abed but only once or twice.
When i do this the different songs overlay each-other or cut out completely.
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