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Billstranger

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A member registered Aug 14, 2017 · View creator page →

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haha, thanks, but it's mostly a lie! Currently the save slots only retain the names, and there's actually only 1 mission. Regarding difficulty, yeah, the level was thrown together in the last 2 hours of the jam and no balance whatsoever. It was a mad dash, and yeah, there are a ton of bugs, some game-breaking :(. I'm gonna keep working when i have the time and try to get a good balanced 3 levels for the "part 1" as i originally intended. Thanks for giving it a whirl, and I hope you'll give it another chance once a actually complete "part 1" :)

Hey Dener, thanks. I'm going to have a look tomorrow at the control issues. I haven't had any issues whatsoever, but without looking I'm sure i know why you're going through the ground. I thought I'd trimmed it down, but i think i still have more than 16 collision groups active, and some randomly get ignored (this was happenibg before on multiple groups, but i haven't had the error message in weeks. Thought I'd takeb care of it but i guess not).

kk, it's very possible I F'd something up right before building it. I only ran through the final build for 1 run-through before uploading right at the deadline. I'll check it out when i can, thanks for the feedback.

oh, well that's not good and never happened in any testing :S is it windows or mac? Shouldn't be a difference, but I have not even opened the windows build since i don't have access to a windows machine at the moment. I'm away from a computer until probably tomorrow morning, but I'll definitely have to check that out. Thanks for the heads up. I know there are a ton of bugs, but that's not something I've seen.

hey Sergey. It's WASD to move (apologies if you're on AZERTY keyboard, i will re-up soon with option for azerty keyboard). You need to land the ship to pick up civilians by pressing the DOWN arrow to put out your landing skids amd land the ship, otherwise you crash with the ground. I think it needs more instruction moreso than better controls (though that would certainly help as well). Also UP arrow turns the ship.

damn. I thought about that early on and then totally forgot to add the option. I won't be near a computer for the next bunch of hours, but next chance I get I'll add checkboxes for QWERTY/AZERTY in the config menu (which doesn't exist yet) and re-up. Thanks for the warning, something I should have remembered.

Well......I uploaded something. Haha. It's an incomplete level where you either win (save all 24 civilians) or die. There's no game over screen or restart, unfortunately. It was a "skin-of-my-teeth" thing to even get this much done by the deadline. I'll be continuing to work on this in the future, refining every single thing about it, fleshing out the story and adding many missions. For now the story is literally "save the 24 civilians" :( even though I have a full 3 parts x 3 missions already planned out, and have scripted a pretty neat "talking heads" GUI for updating mission objectives throughout the mission. *sigh*

So it's about 50/50 right now whether I'll have anything worth submitting at the deadline. Got LOADS left to do. Wish me luck...

so i played it finally, and it's pretty friggin' cool! My only complaint is my own fault, which is that calluses on all my fingers on both hands from guitar means I SUCK at touchscreens, so sometimes i make the right spell but it doesn't register :( gonna take some practice to get through this one, haha!

Dude! Dude! (Hopefully you're a dude, sorry for assuming...) Dude! This looks fantastic!

This looks really cool. Looking forward to it!

Haha, nice! Yeah, I feel about the same as you, except I get even more disappointed about the artwork because my brother is an amazing artist who has also been a video game art director for 10+ years, so I'm used to watching him draw perfect pixel graphics in about 10 minutes while I'm spending a whole day just trying to get something that is "ok" (and ignoring coding in the meantime). If the game comes together and is fun to play, after the jam is finished I think he's going to redraw everything for me and I will hopefully expand on the game and make a full length story and mission campaign (you know, in about a year or two.........)

Agree about the defold community, though. Very very friendly people. I'm mostly just a lurker on the forum, but I think I've read every single topic.

Just curious how you're getting along with Defold, as a "non developer." I am also not a developer, no classes or really any experience with coding, and I'm finding it pretty accessible and having a lot of fun (and frustration) with it!

I know this is a bad idea, but I'm still on a break from scripting/debugging the main gameplay. Got a little bit of music done, and am easing my way back into the heavy coding by working on various menus, text/story, level loading, file save/load and other more "maintenancey" aspects of the game. I have to say, it's really rewarding to see not only the gameplay coming together, but sort of the "whole package" what with the menus and such. It's starting to feel positively Game-like...

Hey Dener,


You could use a game object attached to the mouse (set go.set_position of the object to the mouse co-ords on each update) that has a kinematic collision object attached, and then your turrets would also have a collision object (with the type and mask set appropriately so they register each other). You can then check when the mouse clicks if it's colliding with anything, and if so, send a message to the "message.other_id" of what it's colliding with (the turret), telling it to run its upgrade function, or whatever.

Oof. I'm still a little ways away from a playable demo. With not a whole lot of time to dedicate to it, and learning pretty much everything as I go, the first submission will likely be in the final hour of the jam.

I've taken a little break from programming over the last few days to work on some music for it, so that's been refreshing, but the core gameplay still needs work (and a lottttttt of balance). For the moment control of the ship is pretty much where I want it, very basic AI for enemy ships, the enemy ground units are just moving left to right attacking everything, not exactly what I want. You can pick up friendly civilians and infantry and drop them off at the base, but there's no official "win condition" yet, as this will be different for each mission.


Anyway, I'm learning a TON about lua and defold, and programming in general, and it's been a lot of fun so far!

Thanks! This will be my first (finished) game ever. Looking forward to getting it out there.

I've been spending the weekend learning about "steering behaviors" and managed to implement a basic "seek & fade" type behavior to enemy spaceships, where they attempt to track the player while not getting too close, while also using an "avoid" type behavior to stay out of each others' way. The game is starting to turn into something playable at this point!


Hi all,

Well, in playing around with what I might be able to accomplish in Defold, I figured I'd start with a semi-known formula, and make a sort of "Choplifter" or "Airlift Rescue" type of game (for those old enough to know what those are...). A bunch of years ago I started a little music project with a few co-workers called "Her Majesty's Space Ship" (or HMSS for short), which was folky/bluesy/sometimes surfy music about a 10 year space war. Since it already had a fairly fleshed-out lore and characters, I figured it would be a fun place to start thematically for this game.

For the purposes of the Jam I'm hoping to finish ~3 missions, complete with story/dialogue and varying mission objectives in each. Rescue, recon, bombing runs, escort missions, etc, etc.

At the moment I have basic mechanics for the main player ship, with weapon damage (both enemy- and friendly-fire included) for the ship and all actors (currently just infantry). Friendly people (civilian and military) can also be loaded and unloaded into the rear of the ship to be transported to/from safe locations to fulfill various mission objectives.

I'll hopefully update this topic as I make progress.

Please keep in mind that I am neither a programmer, an artist, nor a designer. IF the game starts to come together into something fun and playable, I have a real artist standing by to replace my "developer (used loosely) art (used very loosely)" with some much nicer stuff. Here's a little GIF. This is zoomed in to about 1/4 or so of the full screen area. Little people heavily inspired by original C&C...



-RSL

1. What's your name? Where you from?

Ryan. Montréal, Canada.

2. What's your reason to be here?

I've never developed a game before (I have no training in programming, art, or game design, though I'm doing them all...:)), but I started messing around with Defold back in January, learning the basics. Stumbled upon this jam the very day I started a new project in Defold, and figured a deadline would give me motivation to actually finish something.

3. Your favorite games

Chrono Trigger, early Castlevania games, any NES/SNES era platformer.

4. Favorite engines and tools

I tried Unity a couple years ago, didn't get anywhere with it. Other than that I'm really digging Defold, graphics via Gimp, and audio in Logic X with a smattering of plugins.

5. What do you want to make in this jam's game the most?)

I just want to actually finish something, and also learn more about Lua/Defold for the main game I've been working on with my brother. So far, so good.

6. Something cool and motivational for others 

Not much of a motivational speaker, but in just a few days, with no programming experience, I've already got what could pass for "a game," so anyone out there thinking of joining, do it.