Alpha 3.0 Changelog


Changes (Alpha 3.0)

Simon
- Attack lasts a little longer
- No longer jolts when using attack
- Can now attack in air
- Moves slightly slower

Objects
- Added doors that open with the whip
- Added two water tiles

Editor
- Can now pause game when editing
- Added an optional grid
- Level is now 1.5x wider
- Level is now 2x wider

Files

CastleMaker_A.3.0.zip 6 MB
Jun 25, 2018

Get CastleMaker: Beta 1.0

Comments

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I love this so, so much! Thank you for putting your time and effort into this; it's really very strong, and I appreciate the fluidity of the controls and attention to detail, especially with the enemy descriptions.

That being said, though, I am attempting to use this on a laptop, and I have a few suggestions. (Emphasis on suggestions! From the changelogs. you really seem to know what's up, and I know this is likely a hobby and these things take time, so I don't want to stress you out or anything like that.)

With Windows 10 being Windows 10, I don't have the ability to use a middle mouse button/middle click on a trackpad (unless I were to just, y'know, use a computer or get a mouse lol. I've looked into the settings and I think I'd have to tamper with the laptop's registry to map middle button functions, so I'd rather not attempt that.) Since CastleMaker is still in development, I'd like to request some alternate controls to be implemented that don't require the middle button. I'm assuming other people may eventually run into this, too.  The controls as they are now seem super convenient for a mouse user, though.

The other thing I'd like to request/suggest, probably for an update way, way down the line, is the ability to import custom sprites. To be completely honest, I only know the basics of coding and I'm not exactly sure how difficult this would be, so I apologize and understand if that's asking too much. On a sidenote, Super Mario Maker has the ability to switch between different graphical styles, so it would be cool to be able to swap between, for example, Simon/CS1 and Soma/AoS era graphics. I'm guessing you've thought of that already, and I know I'm jumping ahead here, but it might be something to think about in the future.

Again, thank you. I hope you continue with this project, and I'm grateful for what you've accomplished so far.

Firstly, thanks for the positive feedback! It’s great that you are enjoying CastleMaker, especially this early on. I will be sure to continue on this project for a while.

For the problems of middle clicking to place enemies, would a Ctrl+Left Click work or something similar? Secondly, about importing custom sprites, would you prefer dragging and dropping the sprites into a folder or an in game editor? Both could work well, but I could go both ways. In game means that custom sprites will always work, but might need to be remade every time the game isn’t opened. For external, it would be more of a hassle to import them (naming conventions, correct dimensions, etc.), but it would give more flexibility and be easier to reimport.

Once again, I want to thank you for your feedback. It helps improve the game and keep me going.

Thank you for the quick response!

I think Ctrl+Left Click would work great, thank you!

I was picturing an external drag & drop at first, but I think I get the problems with both. I think flexibility would be preferable so long as there's specifications for the dimensions and whatnot in the README file.

Perhaps after importing sprites, there could be some sort of "save template" function where someone could name a group of settings (for example--in "Template 1", use "x" custom sprite for Simon, use "y" sprite for floor tile, use CM defaults for everything else) that could be accessible and reapplied once the program is opened. The function would search through a specific import folder for the custom sprites. Again, I'm not sure how well that would work or if it's the best option; I just appreciate the opportunity, haha.