1. Haven't gotten to it yet.
2. Thanks
3. Haven't gotten to it yet. I'm trying to focus primarily on game play first before doing anything much visuals wise.
4. Also haven't gotten to it, but would probably only take 5 minutes to do.
5. That's probably because you didn't have a Gamepad plugged in. Not much point changing a Gamepad's controls if you don't have one in use. Same goes for Keyboard if you have a Gamepad plugged in.
6. I guess I can do that. Not sure what the best resolutions to use what be (But Google is my friend so...). Though Game Maker automatically changes to resolution to fit your screen so I don't see the point.
7. That's why I want to know what controls people would commonly like so I can put those as the main default. I worked very hard to make it easy to understand so thanks for saying that.
8. Well my main idea was that they reflected every second if they had color or not, but I was thinking about making the blocks lose some color if you had touched them. Can't hurt to do that!
9. Really? Maybe it was reading something off your computer? It should say the keyboard default... I guess I'll check just in case.
10. Did you try preserving it? Either way, I can make a work around. Perhaps having the player get to a certain point before they have access to it and can fire it off at any point from there.
11. That's probably because I forgot to program it to STOP once it begins moving towards you...so it kept going. I'll fix that.
12. I don't understand this comment here. What you said I should do, is EXACTLY what it is. You literally just jump when you're next to a wall. It's exactly like New Super Mario Bros Walljump. You face a wall to jump from it, and when you do you jump away and face that direction...so I have no idea what to make of that.
13. Haven't done it yet. Was about to until I had some technical issues, but I'll attempt again. I think the main problem I had with the Analog controls was that the sprites wouldn't change properly when using them, but I'll see if I can work around that.
14. That's what I've been working on the past week, since this all goes into a bigger grading system and stuff on a World Map. Sorry.
15. This Demo is pretty much as you said, going through the motions. It's not something I expect some Let's Player to put up or anything fancy. It's just to see if people like the controls and general idea. Many things are being worked on, and thankfully I've gotten quite a bit done the past week (You can see a list of added objects on the Devlog). There will be a 3.0 Demo dedicated to what you said, entertainment. I'm just trying to understand the basic knowledge the player needs and adjustments to make before trying to do anything to crazy level design-wise. I think I'll attempt exploration for it though since I added teleporters. And I'll see what I can tweak about the Powers since some others have mentioned it. Thing about exploration in this game though is that all the color you collect goes towards 100%, so I don't want to leave things too hidden or make paths branch out too much since they'd have to backtrack/do the other path to 100%.
And I will try the controls you've prescribed.
Thank you very much!