Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

blazingdynamo

8
Posts
2
Topics
2
Followers
10
Following
A member registered Jul 13, 2019 · View creator page →

Creator of

Recent community posts

And the lack of checkpoints is a design decision that will make more sense when you have battles there. The monsters will respawn if you die, but you won't lose experience. So you get better at doing the puzzles, and get better at doing the battles the more you struggle at it. And the real challenge comes to do it without death. But this level which will be the tutorial, is the longest I'd go without a check point, for sure. The ability to try again and be better at it is cool and all, but climbing a mountain twice is ridiculous.

Thanks for playing!

Yeah, I put it in the description because I ran out of time to do it in game. The girl at the front says it, but you're about 20 Z presses into the game before you get to that point, lol.

Ah that makes sense! In the final I’ll have rebindable controls as an accessibility function for those who have physical (or keyboard) disabilities. As well as joypad support. I didn’t even think of Dzvorak or qwertz being unusable in this set up, lol. 

Thanks James! Your RPG tutorial was critical in solving the 11th hour bug that broke my instanced dialogmanager. I’m definitely gonna finish the course now. 


I’m so glad you enjoyed it. :)

For me, I grew up on SEGA Smash Pack for the Pc which put the ABC buttons on ZXC on the keyboard. So I’ve put all my emulator controls with that lower corner since then. So it just felt natural. If you’re a WASD player it’s probably way more ridiculous than needs be. 

Thanks man! I tried hard to make the flaws into features to have something that felt good and I’m glad that came through. I’m sure I’ll figure out how to make the cutscenes automatic for version 2.0 lol. 

Here, with just 90 hours left in the Jam, I decided to start all the way over, and port my project to Unity. I think I learned a LOT by doing phaser this far, since you kinda gotta do the whole dang thing from scratch, but I'm running into an issue that I know how to solve in Unity, so maybe my skills were up to snuff more than I thought. We'll see how much I can get done tonight, and pivot on my pivot on my pivot to get something done if I have to by friday.

I've been making an RPG in Unity using your Udemy course, and of course, RPGs balloon into years-long processes, so this is gonna be fun to let me make something fast and okay to fail. I learned Phaser.js in prep for this week, because I figured Unity would be harder to get up and running in time. 

The only thing I'm not excited about is I work nights, so since the Jam is starting at 1pm tomorrow, I'll have to work the first 8 hours of the jam and not dive right in, haha.

Does anyone else have an engine / idea they are already thinking about? Or are you going in blind/pure?