{"author_link":"\/author\/seurimas\/","author_name":"seurimas","author_uid":"41756","comments":[{"author_name":"acotis","author_uid":"61639","time":"Aug 29, 2016 @ 3:23am","epoch":1472440680,"text":"As soon as this game pitched me the idea of puzzling out a weapon while fighting off enemies with it, I was sold.  The only problem was that I kept getting overwhelmed by enemies before I'd get a chance to  figure out anything with the circuitry.  I'd suggest using slightly different controls for shooting so that it doesn't take both hands, or maybe starting out with very easy waves of enemies.\r<br\/>\r<br\/>There were also a couple of minor graphical glitches, but I can only chalk those up to the time limit :)"},{"author_name":"Joff","author_uid":"10348","time":"Aug 29, 2016 @ 9:36am","epoch":1472463060,"text":"and thus my weapon sank again...\r<br\/>\r<br\/>It was good fun to play even if it was a pain to work out what everything does while being attacked by everything."},{"author_name":"aschab","author_uid":"9535","time":"Aug 29, 2016 @ 3:54pm","epoch":1472485740,"text":"tryed it on web got: SoundManager: false INIT_TIMEOUT"},{"author_name":"seurimas","author_uid":"41756","time":"Aug 29, 2016 @ 10:32pm","epoch":1472509620,"text":"@acotis: Yeah, I tried to give you a good buffer in the intro and even tried to include a buffer after you die, but time got the better of me. I can also see a number of presentation changes I could have made to make debugging the schematics a little easier. I had considered making the Weapon auto-piloted to make schematic manipulation the sole focus, but, you know, time :P\r<br\/>\r<br\/>@Joff: And again and again and again. Sorry for the pacing issue! :P\r<br\/>\r<br\/>Thank you both for playing and for the feedback!\r<br\/>\r<br\/>@aschab: What browser\/OS?"},{"author_name":"Josho","author_uid":"53958","time":"Aug 29, 2016 @ 11:24pm","epoch":1472512740,"text":"Tried it on Windows\/Chrome and got \r<br\/>&quot;SoundManager: false INIT_TIMEOUT&quot;"},{"author_name":"TiByte","author_uid":"26539","time":"Aug 30, 2016 @ 12:15am","epoch":1472515800,"text":"The music fits the game. The sprites and the text appeared really small in the web version. I also couldn't move using WASD.\r<br\/>\r<br\/>I kinda didn't know what to do."},{"author_name":"Anudin","author_uid":"110934","time":"Aug 30, 2016 @ 1:20am","epoch":1472519700,"text":"@seurimas Another LibGDX user here. I also had the problem of not working keyboard input on the web version and fixed it by placing window.setFocus(); at the start of the handleMouseDown function in index.html"},{"author_name":"edgeofcode","author_uid":"56155","time":"Aug 30, 2016 @ 1:44am","epoch":1472521140,"text":"I couldn't move using WASD keys on the web player. Looks interesting though - I'd like to play it."},{"author_name":"seurimas","author_uid":"41756","time":"Aug 31, 2016 @ 4:14am","epoch":1472616540,"text":"@TiByte: Thanks, I felt like I really nailed it with the opening theme at least. Sorry for the keyboard issues. I added troubleshooting notes.\r<br\/>\r<br\/>@Anudin: Didn't work for me :( I know I fixed it last time somehow, but I'm too lazy to check the source from LD34.\r<br\/>\r<br\/>@edgeofcode: Hey, sorry about that. Hitting the refresh button usually helps. Let me know if you take another crack at it :)\r<br\/>\r<br\/>Thanks again to everyone for the feedback!"},{"author_name":"Anudin","author_uid":"110934","time":"Aug 31, 2016 @ 6:22pm","epoch":1472667420,"text":"@seurimas Sorry to hear that. Another thing i found out is that you can delte &lt;a class=&quot;superdev&quot; ... &lt;\/a&gt; from index.html to remove the ugly reload button in the web version (it's meant to be there only for developing purposes)"},{"author_name":"TiByte","author_uid":"26539","time":"Sep 3, 2016 @ 12:16am","epoch":1472861460,"text":"Yay! The refresh button fixed it!\r<br\/>\r<br\/>Gave the game another try. Plays fine. The schematics definitely add some strategy to this kind of game. \r<br\/>\r<br\/>Good work!"}],"images":["ld36\/41756-c33614d05d4f1d8e521067df3f6ad7e7.jpg","ld36\/41756-5a25fdc2ef8cbc0bca8e3886c4e99cd4.jpg"],"links":[{"url":"https:\/\/keui.itch.io\/ludum-dare-36","text":"Web"},{"url":"https:\/\/keui.itch.io\/ludum-dare-36","text":"Windows"},{"url":"https:\/\/github.com\/Seurimas\/ludumdare36","text":"Source"}],"metadata":{"g_key":"31","g_author":"41756","g_event":"LD36","g_eventkey":"35","g_subevent":"COMPO","g_urlkey":"31","g_title":"Ancient Weapon","g_status":"UCHK1","g_place":"99999","g_commentcount":"11","g_site2_node_id":"0","g_hide":"N","g_has_icon":"Y","g_rqueue":"0","g_random":"0"},"nds":[],"node":null,"orig_images":["http:\/\/ludumdare.com\/compo\/wp-content\/compo2\/\/570486\/41756-shot0-1472432151.png-eq-900-500.jpg","http:\/\/ludumdare.com\/compo\/wp-content\/compo2\/\/570486\/41756-shot1-1472432223.png-eq-900-500.jpg"],"text":"Pilot an ancient Atlantis weapon, capable of untold devastation, built for a war unknown. Of course, it'll be more effective when you figure out how the darn thing works.\r\n\r\nTroubleshooting: Press the refresh button if WASD\/Q doesn't work. I suggest playing full screen as well.\r\n\r\nControls:\r\n * WASD to move.\r\n * Q to change weapon energy\r\n * Click on world to shoot\r\n * Click on schematics to alter the ancient Atlantian crystal circuitry.\r\n\r\nSchematics:\r\n * There are 2 schematics: Regenerative Shielding and Phasers.\r\n * Alter the logic to get special bonuses, such as: Charging shields when taking damage, use shields to power your phasers, build up phaser reserves and unleash the true power of Atlantis.\r\n\r\n======\r\n\r\nList of logic gates:\r\n* Default\/\"XORISH\": If the input energies are different, the output is the remaining color. If the input energies are the same, the output is that color.\r\n* RGB NAND: If the input energies are not the same, returns the color of this gate. Otherwise, returns something else.\r\n* RBG OR: If either input is the color of this gate, returns that color. Otherwise, returns something else.\r\n\r\n======\r\n\r\nList of schematic effects (these are the nodes usually on the right with 1 input):\r\n * Top Shield - Gain 1\/8th charge if energy input matches energy from damage type\r\n * Middle Shield - If the energy to this node matches heat, regenerate health and recharge shield\r\n * Bottom Shield - Gain 1\/8th charge if energy input matches energy from damage strength\r\n\r\n * Charge Phaser - Based on color, either: increases charge gauge, fires a normal short, or uses some charge to fire multiple stronger shots.\r\n * Shield Phaser - Diverts power to shields, allowing quick charging at the cost of heat.\r\n * SHUT OFF - If trigger, phasers will not fire. Must adjust energy input (either changing logic or changing conditions) if your phasers stop working.\r\n\r\n\r\n\r\n============\r\n\r\nFeeling great for getting it done, but I'm gonna do a personal post mortem below.\r\n\r\nIt's not a well polished or cleanly designed as the last time I did this (LD 34). I'd say the biggest part of that is I went pretty big scope this time with both a shoot 'em up mechanic and a puzzle mechanic smashed into one. I also almost forgot music and sounds, which were started about 3 hours ago and completed 1 hour ago. A few small things slipped by because, even though I had a spare hour to tweak and clean things up, I just forgot about them. The lose screen is also really crammed in, but I like how the intro turned out, as far as I can like such a tutorial-heavy tutorial.","title":"Ancient Weapon"}