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SOMEWARE

33
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A member registered Mar 11, 2014 · View creator page →

Creator of

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Thanks for this. I sometimes forget that not everyone played the classic Sierra style games. XD

Hey! Thanks for the feedback!

Since this version was released I've done a TON of work on fixing some of the issues you've addressed here. I've not released the new version as I'm currently planning on a Steam release and have a demo made for that page. You can check it out here:

https://store.steampowered.com/app/2815740/Andy_Blast_Vs_The_Forces_of_Evil

Once the demo is out I'll be looking for more feedback from people who download it and see if I can get a consensus on anything that seems off or bad. as right now I'm the only real playtester.


Thank again!

You're very welcome! There is some code that only recently became available in LUA to match C code (like a goto statement that mimics C's "continue" command) so it was tough to figure out, but super fun.

I have also converted his first two DOOM tutorials to LUA, but since there's no third I've not bothered to upload it. So keep an eye out for that, too!

Thank you! Not a bad number for such a short game. XD

Sure!

Just to make sure it works I redownloaded it. Turns out it was missing a key file to run. It's been fixed now and should run in DOSBOX/DOS as much as a hacked together LUA/C++ game can.

If you're interested in others, the games LUATRIS and LYFE are programmed the same way; using LUA/LOVE2D with LOVEDOS (a LOVE2D mod) to work in DOS and you're welcome to those as well.

Thank you! Oddly, this is one of my *worst* games due to the development being very delayed and even became a late entry in the game jam. I appreciate you taking the time to go through it and even make a video! After seeing the playthough I think one of the biggest problems is I didn't have the Pilot say anything which would have helped people want to go back and talk to him.

I hope you find the rest of my entries a bit more playable, but I'm glad you enjoyed this one!

Thank you! And thank you very much for the feedback, it does help a ton!

I have a version of the splash screen for 11.4. I suppose if the game works as-is in 11.4 even though it's coded for 10.2 I could easily upconvert. Most of the content framework is created and all I need to do is knuckle down and make more levels/enemies to fill it out. The boring things that take forever so of course I'm avoiding them. XD

I'm glad you're enjoying what's there so far! Check out the old DOS game "Dangerous Dave and the Haunted Mansion" which this game is an homage to.

MSVCR120.dll is a DLL distributed with LOVE2D. I did not include it in the ZIP, but that has since been corrected.

Thanks for taking the time to make the updates. I'm aware of the differences in 10.2 and 11, but I prefer 10.2 as the changes made to the code in 11 seemed arbitrary and I'm hard headed enough to not move up since I don't use most of the deeper parts of LOVE such as the physics engine and deep rendering. I would probably be smart to move forward and learn the new code, but until I "have" to this game at least will still be coded for 10.2 (unless you have found something in your changes that make 11 better then let me know and I can get right on it!)

As for the controls they are... not good and one of the parts I've wanted to revamp. The keyboard controls are old-school DOS and mimic old Apogee games, but I would like to make them customizable in-game so that everyone can use their own.

Pressing ESC should close the program as there's no file menu to speak of.

Due to my programming skills the alignment of the collision boxes to the menu display is off and as you move left the less things it aligns with and it becomes difficult to click on. I wasn't able to adequately fix this bug on the first few releases and haven't actively worked on the program in a while.

I don't believe either issue is caused by Windows 11, but I have no way to test it on my end at this time.

Thanks for the feedback!

If you have a feature suggestion to add/tweak (such as controls/etc) please post them here.

Note: There's no guarantee a suggestion will be implemented/tweaked, but I appreciate any feedback in this area.

Please reply here with any bugs you have found. Controls/Sounds/Graphics/Physics/etc.

No further work on it at the moment. As of right now it only reads files and isn't connected to LOVEDOS at all. I have no idea how else to implement anything other than WAV files in LOVEDOS at this time and I'm not sure anyone else is working on a solution.

Yeah I enjoy LUA and even its limitations. I try to avoid libraries to learn to do things myself, but if a project ever gets big enough I'm sure I'll use them. Thanks!

Thanks!

Thanks. I dunno if I'm going to go back to this one, but I did enjoy the simple premise and with some polishing it could make a nice little time waster for some. Glad you enjoyed it.

That makes sense since the checker only checks +1 from the player's position. I may have to look into that. Thanks!

Odd. That's part of the code that makes the player move. Since it's looping code to check "up" or what's above the player there's a chance it's positional (IE trying to move into an empty space or outside the grid). Otherwise there's not much I can do to change that line. :(

Interesting game. Bit o'Cookie Clicker in there. Still, kept me interested until I fizzled it. Might check out the XP bonus gain on BPS as I didn't level it until later and got up to duodecillion within a couple seconds.

I also may have overloaded your counter as it stopped adding berries and jammed up at 732 or so duodecillion.

The version is the uncompiled latest release. The latest pre-compiled version that you can download doesn't have audio supported, but the uncompiled version does. That's the one I'm using.

Most likely you're running into an issue where it's trying to run the audio system which isn't in the old version. You can cut the audio code out of the source if you like and it should run the same without sound or you can download the uncompiled LoveDOS and compile it yourself with audio and it should work out.

Unfortunately this is more of a closed system. It's written on the back of an open source game making system called LOVE2D. This build is from LOVEDOS and it runs the way it runs due to the interpreter used to turn LUA (what I code in) into C. It's compatibility is untested in most cases as far as I know so you may be able to just play it on an old system without any changes needing to be made. In order to change it I would have to alter the source code which is way above my skill level at this time. You're, of course, welcome to try it on whatever system you like and I do know it runs in DOS on at least a K6-2.

Wow! Thanks for all the information. I don't know what changes could be made to the original program I used to make this which is LOVEDOS as I didn't write it, but it is open source. Still a lot out of my league to change it though. I have been looking into other ways to make native DOS games, even going so far as to look into Assembler (scary), but this was a quick and somewhat dirty way to get a taste of the dream of making a true DOS game.

Perhaps next I'll remove the middle man and make something directly in C and compile it myself to see if I can squeeze a lot more out of the little room I have to work with.

Local two player without split screen? The future is indeed now! Great music, interesting gameplay similar to X-Com and other turn based combat games. An excellent addition to the Cyberpunk game jam!

When I started playing I was like "Paper's Please?" then I saw the description and was "Oh!" Love it! Spent nearly an hour just pulling hands apart and putting them back together. Even without a story you can have a lot of fun with something like this especially if you know anything about electronics. Luke Skywalker needs to make an appearance! XD

Love the visual design and color choices. An excellent entry for your first game jam!

Interesting design and basic gameplay make this a fairly entertaining game. The addition of life from exploration gives it an edge of strategy as you can't just barrel through combat without finding new areas. Great job!

Fun and profitable! Could do with a bit of sounds and maybe some tunes. I saw that the "Music: On" option was working, but I heard nothing. A bit of lag every once in a while, but otherwise a good ride.

Love me an adventure game and the intro sequence is very excellent at showing a Cyberpunk realm. A little confused on where to go after the start. With only a silent TV as exposition and sudden (unexplained) attacks in the dark. The character also walks a little slowly, but that's probably purposeful. TL:DR - More exposition, pls.

Beautiful game. Great music. Very BladeRunner feel. Gameplay is a little confusing as hunting down one blocky man with a slightly different texture than a hundred other blocky peeps is a bit difficult. Probably what it'd really be like though, right?

Excellent work. From the description it seemed like Pacman (collect dots, avoid meanies, grab powerdots), but once in there it's much more. Only issue I had was getting used to Up = Out and Down = In rather than up and down.

The original mouselook script locked viewing to 60 degree angles, but it can be changed in the code. I'll have to take a look at it. Thanks for the feedback!