“Fix” Demo

Here’s the current version of Fix (which is still a placeholder title).  Move and jump/double jump with WASD or the Arrow Keys.  Click/hold to blow smoke, or click/hold/release with the correct timing (roughly a third of a second) to blow one big smoke ring.  For funsies, you can also shift-click to spawn wandering NPCs.

PRESS S OR THE DOWN ARROW TO ADVANCE THROUGH DIALOGUE.

Hit switches with big smoke rings to activate them. Note that Jack will only go to the places he’s talking about if he can find a clear path to them (so to get from the bottom floor to the middle floor, for instance, both doors on the bottom need to be open).

32 responses so far

  1. It doesnt work on my computer. (windows 95 OS) lol old.

  2. trippy. smoke rises though, doesn’t it?

  3. its a side view tho, right??

  4. This is great! I hadn’t heard about Fix before though, when did you announce it?

  5. “Don’t go through walls or the smoke gets awkward”
    Must….resist…oh well I did it anyway. :)
    This has gotta be some of the most detailed smoke I’ve ever seen on a flash game. The smoke particles almost look like blurred blobs of water, pretty neat stuff though. :)

  6. \"Don\’t go through walls or the smoke gets awkward\"
    Must….resist…oh well I did it anyway. :)
    This has gotta be some of the most detailed smoke I\’ve ever seen on a flash game. The smoke particles almost look like blurred blobs of water, pretty neat stuff though. :)

  7. @Ace

    Oh. Fair enough.

  8. Nice detailed smoke dude.
    But it laggs really alot.. I just dont see why.. How that works?

    Perlin Noises moving on background and bitmapData foreground drawing?

    Is there any collision test? when theres alot of particles, the lagg burns up.

    just wondering, i have no idea what u’ve done there. You could pre-render all frames of an standard smoke and save it to an bitmapData vector. So, to render that, you could use all the matrix and the matrix color stuff, then the copyPixels.

    well.. whatever, keep goin with the nice job ;)
    By the way, company of myself was awsome :D

  9. Jeremiah C. Ramos

    i really don’t get the essence of the game but the smoke’s color was pretty.. ‘the floating ball of smokes’

  10. The smokes physics seemed very similar to the physics of the spew from spewer. Personally, I think it would seem slightly more realistic if they smoke travelled slower, and also, if it could move around corners. It just seemed a bit to blocky for smoke.
    Great work, everything else is great.

  11. the smoke seems like its gonna be a really cool feature for a game, the demo kind of reminds me of spewer. cant wait to see more with this

  12. Indeed, it does remind of spewer! Love the physics of it. It’s looking promising.

  13. Hmmm. Interesting. Sometimes she blows smoke, but sometimes not. Maybe I don’t have the “right touch” for this yet!

  14. Nice. I’m not sure where you’re going with this, but the smoke is pretty awesome. I’m excited to see where this ends up.

  15. Hey, cool demo. I actually got here from Company of Myself, and wonderd what’s the best way to tip – via Kongregate, GamesFree, other?

    I already bought the music for that game, btw.

    Just wanna buy you a pint to say thanks, and keep up the good work.

  16. And if I donate, who gets the money – just you (2D), share with D&G (who has some money :) ), or split via a site (Kon, GamesFree, others..?).

    Oh, and bug here with validation… says I got it wrong, but posted it. Unless the posting is only visible on my PC?

  17. Appreciate the update :)
    So, what’s the point of the black laser thingy? I shot a smoke ring at it and it moved, but it doesn’t seem to have a function…

  18. oh man, colors! smoke! colored smoke! oh maaaannng

  19. SBRedFlag :
    Appreciate the update
    So, what’s the point of the black laser thingy? I shot a smoke ring at it and it moved, but it doesn’t seem to have a function…

    The laser thingy is supposed to be used to open the second door.

    OT: I’m lovin’ what you did with the smoke! Took me a while to figure out that one can “shoot” it though (a single circle). Still, the level covers up the basic controls I guess, it’s fine.

  20. Haha trippy!! Y can i blow smoke in the first place??

  21. Pretty good, but I’d prefer something more along the MGS style of using smoke.

  22. hey. i really liked the game maybe a sugesstion that you can choose between three colores of smoke and that for example the grey smoke the gery ring’s activate
    with best regards michielewiel

  23. The smoke looks cool; And I like how the smoke moves with the air and that it blocks the laser beam, but the character won’t block the laser beam. I don’t know if that’s intentional? Anyway, if you add in some walking animations, I’d love to play the full version…soon?

  24. how did you do the smoke effect? perlin noise or premade textures?

  25. Will there be an animation for when she walks? Also, this is a prequel to The Company of Myself, so is there a reason for the very different style? Like due to a different protagonist?

  26. Won’t Jack wear his fancy Top Hat this time?

  27. I messed up the game twice, by spawning people inside the walls and by activating a smoke detector (?) while an NPC was in the path of the moving wall (this halved the wall, the part where the NPC was didn’t change while the other “closed”; if I activate the smoke detector the two half walls reverse) . I loved it. I also really love how much you worked to give us this prequel to Company, and it’s turning out great. Keep us updated :)

  28. Cant wait for the game. Damn how long have i been waiting for this. Oh yeah. Ive been reading these articles since you were thinking about doing a game called grief.

  29. Holy shit, James, you’re the man!

  30. The graphics for the aren’t as good as on the original but I’m REALLY looking forward for this to come out!

  31. If I activate a wall with an NPC standing in its place it only half-forms. Dunnow if that’s important.

    Also, I used shift+click to create my own private army. Hope that’s okay…

  32. I don’t know if this is the right place (and too late) to ask you (sorry if not) I’m under a platform game development and I’m stuck on A* Pathfinding implementation. I saw your awesome pathfinding stress demo (https://www.youtube.com/watch?v=W2xoJfT6sek) and this brings me to here and ask you which kind of algorithm you used for that: is really A* Pathfinding or a sort of line of sight?

    Thanks!

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