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ArneBab

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A member registered Apr 23, 2018 · View creator page →

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A takeaway from this jam: most games written with Hoot worked really well and were convenient to use. The few exceptions were due to input handling, for example a game written for a gamepad not working at all without one (because no non-gamepad buttons were recognized).

So maybe that’s an area that could use some polish in defaults (for example by including a default set of keys to start the game with in the template).

That likely explains it – I think I saw a config for WebGL a few weeks ago and left it off (because security is security). Thanks for the hint!

And kudos for the game!

With hoot having support for p2p networked games via goblins that sounds like it could work really well!

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That’s a super fun idea!

And it works really well. Also I beat the bot :-)

I sadly didn’t get it installed, because chicken-install (for raylib) stumbled over the read-only filesystem on guix. The screenshots look pretty interesting!

That looks great! I went game over much earlier ☺

Pretty neat work!

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I didn’t expect the simple color transitions to look that well! Pretty neat!

And it just worked.

Took me a while to understand because I missed the part about the border being colorful when it calculates (which is a neat idea by the way!).

I enjoyed it – and the mention of not staying in Italy was fun ☺

would have loved to try, but it really doesn’t work without gamepad, even though I tried to trick it.

I enjoyed this a lot, and it kept me trying to find new ways to protect the houses. Again and again. Despite being razed – I should really go back to the first and build up before taking on later foes.

The game logic works really well!

(had to switch from icecat to to Chromium to make it run)

Works right away but the mouse controls were hellish (so sensitive to movements, but I guess that’s the point). After switching to only the keyboard it grew easier.

Anyway great presentation and a really fun game! (I felt right at home with memories from playing f-zero)

The screenshots look like a really cool idea, but I didn’t get it to run (so I abstained from voting):

[LWJGL] GLFW_VERSION_UNAVAILABLE error
	Description : GLX: Failed to create context: GLXBadFBConfig
	Stacktrace  :
		org.lwjgl.glfw.GLFW.nglfwCreateWindow(GLFW.java:2086)
…
Exception in thread "main" java.lang.IllegalStateException: Unable to create the GLFW window
…
at foldl.core.main(Unknown Source)

I also tried different Java versions, but couldn’t fix that. Likely a problem on my side …

I can now reproduce the blocking by just opening the game in 30 tabs. Then it slows to a crawl and in some tabs freezes mid sentence for up to a few dozen seconds.

Aside: the server is the result of asking “can I just wire stdin and stdout to a websocket to bring these terminal games into the browser”. ☺ I now also wire stderr to the websocket (that’s how the commands to show images and play music or sound effects are realized).

So this is a hack to bring interactive fiction games that usually run on the terminal (and can be tested there efficiently) to the browser. As one of the next steps I want to add a dedicated GUI with chickadee so the download-version can provide a look that’s closer to interactive fiction games built with Ren’Py. I’ll see how far I can push it. Though I’m moving slowly: too much other stuff at the same time. And there’s optimization left to do: fibers can do a million userspace threads at the same time, but a thousand microsleeps per second are currently costly.

Packages would likely be good, yes.

But about the impression: the jam nicely shows the breadth of lisp – including the point that people can adjust their environment to be just what they need (but that it’s then sometimes hard to go back to preparing that from scratch).

Making that easier to build from scratch would still be great!

Then it may have also just been that my server was overloaded. This is running on the weakest VPS I could find (officially with one CPU core, but I expect that it shares that) and some fixes I did to synchronize art display and output unexpectedly drove up the CPU load (not in a way I could debug during the jam). If more than a few dozen people started to test it at the same time, it could have just been overloaded. The code is pushing the schedulers of guile-fibers far outside their comfort zone with tons of microsleeps and I still need to tone that down a bit again. So that it recovered likely means that it wasn’t the network but just the combination of inefficient code-paths and the too weak server.

In the terminal you actually get blocky versions of the images, if you have catimg installed ☺

(but yes, the images look better in the browser: ./terras-heritage.w –server gets you that version running locally)

Thank you again for the report!

I’m glad you enjoyed it!

The artist of the high quality logo is Katharsisdrill ( https://katharsisdrill.art/ ) – lots of dark art, much of it too dark for my taste, and some absolute gems. I think that’s what you get when the artist isn’t holding back. All of them are cc by licensed.

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This is fun, and the voiced effects are a nice touch!

And it just worked (I launched it from the terminal – which is error-prone on Guix as Linux distro – it didn’t have any issues).

But I died a lot :-)

(copied this comment from the games page to this page, so it’s visible as part of the gamejam)

The description looks really cool, but I didn’t get the dependencies compiled (on Guix Linux), so I’m abstaining from voting.

This looks really cool, but I didn’t manage to get sbcl to find quicklisp on Guix (though it should be easy …), so I’m abstaining from the vote.

Even though I don’t know the analog game at all and usually don’t play card games, that was quite fun – and I know someone who may sink hours into it. Pretty nice!

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The idea is great!

It took me a while to understand that I see the parentheses I have to arrange around the steering diagram, and I wished for a touchscreen (would have been far nicer without a mouse).

Had to switch from icecat (Firefox) to Chromium to make it work.

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The controls felt off, but it captured me for far longer than I expected. The sound and incremental messages improve the experience a lot!

And the idea is genius (and sadly too realistic …).

(had to switch from icecat to Chromium to make it run: icecat stopped loading at step 2/3)

That’s a fun idea!

I like how the chicks follow, just wished they’d be a bit faster.

With a bit faster chicks and with challenges (like getting all the chicks into an area and maybe other animals coming in and distracting or scaring your chicks) it could catch quite some attention.

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It managed to draw me in right away: something about the ease of playing and the art and the simple but not boring hand movements just works.

I hope you’ll be able to add gameplay, because it feels like it could be really fun to play and see what mixes you come up with.

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This is fun, and the voiced effects are a nice touch!

And it just worked (I launched it from the terminal – which is error-prone on Guix as Linux distro – it didn’t have any issues).

But I died a lot :-)

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Thank you for the report! Do you mean that it was extremely slow at the beginning and got better after 5 minutes?

I sadly can’t reproduce it. The text speed is not due to your computer but purely generated from the server: text is sent letter by letter via websocket, so I wonder whether that’s cross-continent latency and there’s some locking I don’t take into account yet. The server’s in Germany - are you in the US?

To replay you can also download the source, then you can run it on the terminal ( if you have guile installed, ./terras-heritage.w should work ).

This is really neat! The sliding option is a great fit for the speed.

I’m only in the first upstairs level and saw in the devlog that there’s a lot more to see, but my first takeaway is that I’m mightily impressed!

One thing that almost led me to think it didn’t work is that I couldn’t hit “any key”, but had to hit xza or s to start the game.

(maybe you could add a note about that so others don’t fall in the same trap)

Thank you for sharing.

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I don’t understand the scoring, but it just worked for me (on Firefox/Icecat).

Could be useful to have a tutorial mode where Mahjong tiles (and hands) introduced level by level. Learning would then include understanding the scoring after a few levels.

Finished just on time … (simplified the plot some to finish).

Next entries in Terra’s Heritage devlog – it’s the last day of the game jam:

Day 9: first scene works, thoughts about zero downtime update https://www.draketo.de/kreatives/terras-heritage-devlog#day-9-first-scene-update

Day 8: job and family and being terrified and procrastinating https://www.draketo.de/kreatives/terras-heritage-devlog#day-8

Day 7: minimal polish https://www.draketo.de/kreatives/terras-heritage-devlog#day-7-polish

Day 6: music and accessibility https://www.draketo.de/kreatives/terras-heritage-devlog#day-6-music-accessibility

wow, nice!

I created a daily devlog for my submission. You can watch my progress on:

https://www.draketo.de/kreatives/terras-heritage-devlog

This is really neat! I’m struggling with really understanding the card system (I’m not sure why I was successful in the first levels), but the game just works and got me to keep playing several levels.

(I’m sorry for only testing now; I fell ill just before the weekend I wanted to use for testing games and was in pretty deep mental overload in the months since)

Don’t worry — I know that it’s hard. If it weren’t, I’d have done it myself. Thank you for trying!

Hi, You definitely have our blessing for that, yes! (and I’d appreciate a patch a lot) I tried creating a release with guix pack, but failed because auto-compilation couldn’t write to the proper location during pack creation. Thank you for asking!

This is pretty cool! Had to pry myself away from it!

The music is great, the “boops” fit, and it’s pretty. And the undo effect is pretty neat.

It worked! Though I didn’t get far (either shot myself or got hit by asteroid-pairs after shooting them) ☺

Looks pretty interesting. Firstoff: It worked, showing a chat in the browser with other people in it.

When moving to the ?Arcade and then moving back to the ?Lobby, I got an error:

Uncaught exception in task: In fibers.scm: 172:8 4 () In goblins/actor-lib/io.scm: 56:10 3 () 87:14 2 (_ ) 87:14 1 ( _) In ice-9/boot-9.scm: 1676:22 0 (raise-exception _ #:continuable? _) ice-9/boot-9.scm:1676:22: In procedure raise-exception: Wrong type to apply: #f

;; === Caught error: === ;; message: #<<message> from-vat: #<procedure connector args> to: #<local-object ^read-write-io> resolve-me: #f args: (write #<procedure 7f8021130b40 at fantasary/web-client.scm:654:10 (resource)>)> ;; exception: #<&compound-exception components: (#<&error> #<&origin origin: #f> #<&message message: “IO access halted!”> #<&irritants irritants: ()> #<&exception-with-kind-and-args kind: misc-error args: (#f “IO access halted!” () #f)>)> In goblins/core.scm: 1124:9 2 (_$ #<local-object ^read-write-io> (write #<procedure?>)) In goblins/actor-lib/io.scm: 149:14 1 (halted-beh . _) In ice-9/boot-9.scm: 1676:22 0 (raise-exception _ #:continuable? _)

… and many more like this.

I tried to participate, but this year my time just ran too short. I’ll try to participate next year (there will be a jam 4, right?).