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arm413

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A member registered Mar 31, 2016

Recent community posts

Never really could get into FTL, but this take on the concept has me hooked. One thing, though, is that it won't install via the Itch app. Perhaps setting the platform for the download might fix this issue?

Best wishes. Getting back into the regular rhythms of life can be challenging after something like this, so I'm rooting for you!

Looks like you forgot to add the file.

Congrats!

2, especially for a game like Anglegaze, which has a demo that got me excited for the full release.

Thanks! I was worried there for a bit.

Why did you remove the download from Itch?

Man, I understand your struggles perfectly. I myself am torn between several projects and don't know which one to move forward with, out of fear that I'll pick the "wrong" one and end up wasting my time.

I think you should do Angelgaze first. That's the one I like more, because I have an affinity for those old EGA point and click adventures.

Really great roguelike. Will the full version be made available on Itch when it's ready, or is it a Steam exclusive?

Awesome! I checked it out and the games looks lovely without the filters and effects. I wish you the best as development progresses and I look forward to the final release one day :)

Started playing the demo this morning and am loving it so far. I really hope you are able to finish the game one day. I'd love the ability to completely turn off the filters and view the pixels in their raw glory. I'm probably in the minority here, but I actually like how old EGA graphics look on modern LCDs without shader magic.

The next one is called Mermaid Mask. There's a page for it up on Steam here: https://store.steampowered.com/app/1696770/The_Mermaid_Mask/

What's the plan for DLC #2 here on Itch? As I understand it, it's not simple to just add a DLC to the page for purchase, like you could do with Steam.

Thanks!

Will there be a sale on the Itch version like on Steam and GOG?

Just bought the course after watching some of your videos on YouTube. You do good stuff. With regard to providing video content, I guess the best method would be to use YouTube's ability to have unlisted videos and playlists. That way you can host the videos on YouTube and just share a link via a file included with the course.

Looking forward to digging into the course. If you're taking suggestions for future sections, I'd love to see an FPS tutorial.

You did a great job bringing back the feeling of those old games. It was absolutely lovely and I had a hard time putting it down to go to bed. Thanks so much for releasing it here so I could have a DRM-free version.

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Are Steam keys included with purchase? Also: will the game run within the itcho.io app?

Purchased. Keep up the good work!

That works! Unfortunately some of the elements, like the checkbox, are too small to see, which isn't your fault, but mine since I tried to use a pixel-art theme with a 720p game. I might end up using your SimpleBox theme instead, with some modifications. If you ever decide to do a larger/HD version of this ornate theme, though, I can guarantee you one sale! :)

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Would it be possible/feasible for you to make a non-pixel version of this theme?

Edit: I'm not talking about anything elaborate. I love the single pixel sizing, but would it be possible to add some antialiasing to reduce the pixel look?

Ah, sorry, reading the page again, I see that it does say at the top that the fonts are truetype. I was thrown off by the bullet point description of the assets folder.

Hi,

Like the title says, do these fonts come with TTF format files?

Thanks!

Love that first GIF. The scene feels so vibrant and alive. You're making good progress! Excited to see what you implement in the future.

Never too late for an answer :) I'm just a hobbyist who dabbles in game making, so I don't mind waiting for an answer. Are there code limits? Like how Pico-8 limits the total amount of code. That to me is the big one, since I tend to make games that have lots of text.

That add tile function seems interesting. Would we be able to use it to make a system that lets the player customise their living space, by placing furniture and decorations?

Enjoy your break. You deserve it!

Hey Justin, 

I think I've been spoiled by your frequent updates, so now that I haven't seen any new announcement posts in a couple weeks I'm like, "I wonder if everything's ok?"

As I continue to work on my game prototype, a question about stats has occurred to me. In my game, I've decided not to use a combat system, instead the game centers around stat tests like what some RPGs have during their dialogue. You know, where you can try to intimidate a person and it'll do a random roll against your strength stat to see if the attempt succeeds. Currently I'm using RPG maker to prototype (sorry for using your competitor for that! :3 ), and I'm using variables for the different stats, along with a custom made information window to display them. I was wondering if creating a similar custom window will be possible with RiaB? What I'm currently doing is a simple list with labels on the left and the variable display of the stat as a set of star icons on the right of the label, where the number of stars displayed is the value of the variable (ranging from 1 to 5). Just curious if the ability to do something like that will exist in RiaB?

Hey there! Been a while, but I got derailed for a bit and now I'm back and working on my game. Well, really just playing around with RiaB and learning how to use it and improving my art skills with the voxel editor, since I get the impression with 0.5 that a lot will change under the hood. 

Anyway, I had a suggestion, which I didn't see on the Trello board, which is to have item durability. Weapons get worn down with use and armors get worn down when the player is hit in combat, with the developer controlling rate of decay, and what happens when the item reaches 0 durability. We'd be able to choose if the item is destroyed, becomes unusable but remains in the inventory, or has a stat decrease.

Relatedly, ammo counts for ranged weapons would be nice as well, but you've probably already got that planned :)

Unrelatedly, and sorry for having a bunch of different thoughts in one post, I saw on the Trello that you're planning to have 2D sprites for characters. I'm curious how this would work in terms of development. Would you implement a sprite editor within RiaB? If that's so, does that mean one day, in the future, we could potentially get a 2D version of RiaB? XD

Very cool update. Looks like you're making lots of great progress! That racing game screenshot really caught my eye. Does it mean we'll be able to make all sorts of cool minigames for our RPGs? :D

Hey there! Are there plans to implement transparency for the voxels? Would be a good option for making, say scenes where fish or other objects could be seen under the water surface.

Hey, Gamefromscratch has done a video on RPG in a Box! I'll embed it here:

Very nice progress on it. I haven't been able to dabble with RiaB in a while because of life things, but I'm still rooting for you! Once it's done, it will probably be the best RPG creation tool out there.

Yeah, I get the idea that the limits are there for that "nostalgia" reason, but another big appeal of these fantasy consoles is that all the tools to make a game are built into a single program. You can code, make art, design sounds, compose music, all at once. A fantasy console without hard limits on sprites, code, and so forth would be a fantastic product. Maybe I should make my own....

Very cool. Do you have a timeline estimate for when you think line dance battles will be implemented? My current game was originally designed for RPG Maker, and was built around those kinds of battles. Not that I need them anytime soon or anything, I can keep myself busy for a while yet making the maps and events and everything else. I was just curious what sort of personal timeline you're working on.

You know, I was thinking the other night that it would be cool if the RPG in a Box "sequel" went the low-poly 3D route and included  it's own simple modeller for making art, but thought that would be too complex to animate. But, if you do eventually support creating skeletal animations in RiaB in the future, maybe that dream might become a reality one day! XD 

I wasn't planning to dive too deeply into RPG in a Box for a while, but I'm really liking the fact that I can make all my game art right in the application without having to go into a external editor. That convenience makes all the difference in the world for me, and you even have a sound generator included with music generation as a long-term goal? Super cool. I'm thinking I might switch development of my game away from RPG Maker and into RiaB instead. Hopefully your sales are going/will go well enough that you can keep working on this wonderful software long-term. Once it hits 1.0, it'll be the best RPG making software on the market!

Ah, I figured there must have been some sort of keyboard navigation, but I couldn't figure it out. That'll work nicely until a mouse-based solution gets implemented :)