“warning: LF will be replaced by CRLF in Tomb Girl/…”
This means that your line endings will change and the size of the file will not match the size in archive_files.json. I’m guessing that you have autocrlf set to true for git. This is what @Fuscy mentioned above. Disable automatic conversion of line endings, either globally or locally for your repo. You can read more about this here: https://help.github.com/articles/dealing-with-line-endings/#platform-windows
Nice, Jhonatan! I must say there were stuff I didn’t really get. What do the dinosaurs do? Do they help me in any way? Does the egg hatch randomly? Furthermore, there was a slight delay between pressing the space button and the fireball actually shooting – that was slightly annoying. But keep it up, nice going!
While there are no clearly defined categories by which your submission will be judged, what we are looking for is a reasonably polished playable which should be fun and/or interesting for most users. Or in other words—we prefer seeing something very small that is awesome rather than a full game that is mediocre.
From the rules:
Each entry must use the Defold game engine and should have a minimum of two minutes play time or interactive experience in order to be accepted. You do not have to create a new game/interactive experience specifically for this competition. Entries may include games/interactive experiences you have already created provided that they meet the criteria set out in these terms.
I’m not sure if/how the jury will rank and score the submissions, but the rules mention that:
The winner(s) shall be the entry which in the opinion of the judging panel (including an independent member) is the most artistically and/or technically polished and well-executed game or other interactive experience created in the Defold engine.
@Axel will be able to answer your questions definitely, but from what I’ve seen so far I don’t see anything in your game that should prevent you from submitting. My recommendation is to polish the mechanics and game play and implement the full game loop instead of adding more features or a ton of levels.
I’m having a lot of troubles to correctly use the collection factories… because this i cant implement the game over scene…
Anyone can help with this error?
ERROR:GAMESYS: The collection /loader/selectPlayer.collectionc could not be loaded since it was already. Message 'load' sent from main:/main#script to menu:/loader#selectPlayer.
this it is not true… (i guess) when i exit the selectPlayer.collectionc at first time i had called the unload method.
-- from the selectPlayer collection
function on_message(self, message_id, message, sender)
if message_id == hash("start") then
msg.post("menu:/loader#world1", "load")
end
if message_id == hash("proxy_loaded") then
-- New world is loaded. Init and enable it.
msg.post(sender, "init")
msg.post(sender, "enable")
local proxy = msg.url(".")
msg.post(proxy, "disable")
msg.post(proxy, "final")
msg.post(proxy, "unload")
end
end
What I like to do when I’m working with collection proxies, especially when transitioning between different parts of the game (eg menu->game->game over->menu), is to have a main/controller script in a main collection and let that script be the controller and the one loading and unloading collections. The controller script will keep track of which collection proxy that is currently loaded, and when transitioning to a new state in the game it unloads the current collection and loads the new collection. You can see an example of this here: https://github.com/britzl/publicexamples/tree/master/examples/menu_and_game
The HTML5 build you’ve linked in the post is a debug build. You should make sure to upload a release build instead, which you can do by checking the release checkbox in the bundle step. HTML5 debug builds a very slow, and the game runs in about 10 FPS on Chrome.