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Antz

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A member registered Jun 12, 2022 · View creator page →

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There is a minimum glibc version that you need for it to work on Linux.  I think whatever version of glibc that ships with Ubuntu-22.04 is the minimum version it supports. 

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So make sure the execute bit is set in the file named gltfpack_linux in the ./bin directory.  Its set in the ZIP file, but depending on which distro you are using it does not set the execute bit correctly when unzipping.  Let me know if that fixes it.

Sorry, I am not going to download an EXE file knowing a threat was detected in the ZIP version.  I already installed Malwarebytes 2 times today to double check if the threat has been purged from my system. 

Just tried again.  Microsoft Defender quarantines Tanks Gone Rogue [Windows].zip right after download in the web browser. 

Proof:

The Windows ZIP file is infected by: Trojan:Script/Sabsik.FL.A!ml

This is flagged by Windows Defender as a SEVERE threat.

The Windows ZIP file is infected by: Trojan:Script/Sabsik.FL.A!ml

I have release an experimental MAC (OSX) version.  Since I only have an old 2014 Mac Mini, I can only do limited testing.  Let me know if you have any issues with the MAC version of the game.

>>> I didn’t understand if extinguishing a torch actually did anything gameplay-wise, it almost looked like you wanted to have some stealth action there, but I haven’t noticed if you can use any sort of stealth.

I was planning to do some puzzles or disable traps with the torches, but ran out of time.  You can also use the torches as a bread crumb so that you can remember which areas you already explored, which is a needed as I do not have a map component.

>> I missed my strafes...

So the last Dungeon Crawler game I played was on my Commodore Amiga 40 years ago.  Now that I played (rated) other Dungeon Crawlers, it seems that strafes are a MUST have.  I will implement after the upload lock out ends next week.

Good feedback and thanks for playing.

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I like the main menu and settings GUI.  Really sharp!

Movement is fast and clean.  Background music awesome.

Incorporating the help bar at the bottom and easy hiding was a good design choice.

One thing that was odd is the lighting.  You have directional shadows but you have a roof.  Where is the light coming from?  

Other than that, I like your game a lot.

>>> The only thing is there was only 1 type of enemy and back tracking through the dungeon when you get the powerful staff was a bit of bummer with no more enemies to fight! Maybe a boss at the end to use that strong staff could have done well. Also some ambient music loops in the dungeon goes a long way for me even if they are basic.

A big boss after you steal back the powerful staff was planned, but family easter stuff came up and I did not have time.  Also, I had caster enemy skeletons (ranged dps) setup in code, but I could not find the time to design enemy spell FX.

Anyhow thanks for playing and your feedback.

Thank you for reviewing all the games.  It is a large time investment, and it is much appreciate by the community. You are the best!

>>> Intriguing fact : I think the commands are implemented in an unusual way, as with my AZERTY keyboard I get weird behaviours that I never had with any other game I think. Q both uses a potion and turns left at the same time.

Thank you for this observation.  Looking back, I think I should have implemented an on screen GUI instead of keyboard controls.

>>> The skill tree is unlocked from the beginning. Not sure this was meant from the beginning of your planning for the game?

If you look at mid game game video below, when you leveled up you earned a new skill point where you can decide of the next skill to add (although the selection is rather limited).  However, most people that tested the game did not even play long enough to earn skill points so I just added all skills from the start.

However, I do have a working skill tree component that I now can use in other games and this game.

>>>  Maybe I just never figured out the general tactics there.

The Fire Shield spell is your go to DPS spell, but I did a poor job highlighting that.  The hints section on the main itch.io page says it but I guess it is not enough. 

>>> I would like the controls to be a bit more fluent and responsive. I used QE a few times by mistake when i tried to turn around.

I wanted to have all the  keys in one area of the keyboard (WASD for move/turn), QE for potion/interact, and 12345 for spells.  This proved to be a bad choice as many people use different keyboard layouts and also have the same issue you experienced.  I think after the jam upload blackout I will just use an on-screen GUI for controls.

I appreciate your feedback, it was constructive.

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>>> Combat is not very well balanced. You can only kill skeletons with fireball, staff does too little damage.

Your main dps skill is Fire Shield, where, you can still melee or cast fireball, while being immune for 3 seconds, and it does significant damage to an enemy in melee range.  Enemies are quite easy to kill if Firesheild is used.


>>> I played the game, died 2 times then quit. 

Did you purchase health potions and use them when needed?  They help a lot.


>>> When i hit escape,  i can't switch to fullscreen again.

You can click on the Fullscreen button on the main menu to go back to fullscreen.  As you know since it is a HTML based game, escape will take the browser out of fullscreen mode.


>>>  there aren't too many markers which could help with the spatial awareness imo.

You can interact with the torches (like turning them off) to set a bread crumb, so it will be easy to know which areas you have explored.

A reimagined - 3D - fan made - remake of the classic:

Robotron 2084

Play in your browser at: https://antzgames.itch.io/skeletron2084 

How to win

The object of the game is exactly like the original.  Save as many humans as possible.  Green hulk skeletons (the big green dudes) will chase down and kill the humans.  You cannot kill the green hulks but you can be slow them down by shooting at them.  

Purple caster skeletons are dangerous and will target where you currently are. 

Red grunt skeletons will speed up slightly the longer they stay alive.

Controls

Controller:

Tested on Edge and Chrome (with DirectInput).  If does not work on browser with your controller, then download either Windows or Linux version.

  • Left joystick: Move direction
  • Right joystick: Shoot direction
  • D-pad for menu navigation

Keyboard:

  • WASD Keys: Move direction
  •  IJKL keys: Shoot direction
  • CURSOR keys: Main menu navigation
  • ENTER or SPACE: Select
  • F1 key: Exit to menu

I have created a solution that takes a 3D GridMap from Godot and uses it in the libGDX framework.  

libGDX unfortunately does not come with a 3D Editor, more importantly, it does not have any 3D grid editors like libGDX has for 2D tile sets.  

Since Godot has a simple GridMap node that allows you to quickly design and create a 3D world using 3D grid tiles, I made a solution that allows you to design your world in Godot and use it in libGDX.

Test the demo in your browser: https://antzgames.itch.io/libgdx-gridmap

Video:

MegaGames has reposted my game executable on their website without permission.

What do I do?

itch.io link: https://antzgames.itch.io/raid3d

MegaGames link: https://megagames.com/freeware/raid-bungeling-bay-3d-free-full-game

The Commodore 64 classic: Raid in Bungeling Bay reimagined in 3D!

The object of the game is simple: Bomb all six factories with your attack helicopter and survive.

Rebuilt with the Godot game engine.

Play in your browser, or download the Windows and Linux versions for freehttps://antzgames.itch.io/raid3d


 Requested OpenGL version 4.3, got version 4.1

Hello.  I got that error on my old 2013 Mac Mini.   It means your PC does not support Open GL 4.3.

I tested on my 2018 Linux laptop with integrated graphics and got 27 FPS.

So I need to ask what hardware were you trying to run it on?

Game Page: https://antzgames.itch.io/underworld-survival


Help the mage survive the Underworld.

The first four levels are time trials, so the fastest time is best.

Level 5 is survival mode.  Try to survive as long as possible, so the longest time is best.

You get a free weapon upgrade on Level 3.


Help Little Jaina stop the spread of the Undead infection with her mage abilities.  Try to get the fastest time to clear her home from the spreading infection.  Times are stored on a central server. Download the game at: https://antzgames.itch.io/little-mage

This one is very cute. https://antzgames.itch.io/little-mage

This was my first time using Godot.  For my previous 5 game jams I exclusively only produced HTML games.  The HTML version Godot created lacked a lot of the advance shadows, lightning and volumetric fog so I did mot release the HTML version.

I trust what this guy is saying: 


Can be downloaded at: https://antzgames.itch.io/little-mage

Or view complete gameplay video at: 

This is excellent work.  I had full 60 fps on a 4K full screen browser.  Played till level 4.

Wow!  Some of the levels are VERY hard to complete and you did them all.   I played them all during my testing, but did not complete quite a few. 

Play in your browser at: https://antzgames.itch.io/marble-marcher-in-a-browser

Marble Marcher - Browser edition is entirely Java based ray-marched (similar to ray-tracing) in real time and is played on the surface of evolving fractals.  The goal is to get your marble to the goal as quickly as possible.  There are 24 unique levels to master.


So its technically possible to save and remember the last level completed, but I did not implement it because then I had to build a UI interface to select a specific level in the event you wanted to replay a previous level.    I planned to add more interesting levels and this save + select level feature post JAM.

You can get to the interesting dinosaur levels 5 and 6 after 2 minutes of play once you understand the objectives.

The game DOES save and persists the unlocking of the Physics Sandbox after completing the 6 levels though..

I completed the game.  I survived! 

Or did I? 

Good game.

A 3D action game with physics and recast navigation mesh. Made with libGDX.  I learned a lot.

Play here: https://antzgames.itch.io/tank-vs-dinos

For a serious answer, please refer to the updated libGDX pricing model below:

Thank you for your kind comments.

Thanks for the comment. I fixed a bug today with regard to controls.  

Yes it was hard coded to 1/60 instead of deltaTime just in the run + jump mechanic.  I reproduced your results on desktop @144hz.  Thanks for pointing this out.  It is appreciated.  I think I fixed it now, but since I started the Jam late there are probably more bugs.

Yup it also happens on low FPS machines too.  Looks like my math for collision and smoothing assume 60 FPS.

https://antzgames.itch.io/caelius-pet-dinosaur

Kid friendly dinosaur game.  Free. Play in browser.

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Hey, fun game and good sound track.

I know you also have used Godot.  Glad to see another libGDX 3D submission. 

If you want to enable anti-aliasing in the libGDX GWT launcher just set the config.antialiasing to true.

GwtApplicationConfiguration cfg = new GwtApplicationConfiguration(true);
cfg.antialiasing = true;

This should smooth out the jaggies.