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Chubberdy

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A member registered Jan 10, 2022 · View creator page →

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Oh damn, is that a sprite swap or a completely new passenger?

Pretty much the only thing to finish up before version 1.0 is the end screens, but those are going to take a while considering how many of them I need to draw out. That won't be the last update though, there's a couple of features I want to add even after the game is "done".

Hey maybe tone it down a bit, I can tell people what I want myself.

No. Don't use my games for AI.

It's probably about time to open those up again and see if the bots have given up, let's give it a try.

Honestly if you don't know what the code is, you don't know what it does, and you don't know where to put it, I would just forget about it for now and enjoy the game without it. It's not something important and doesn't add that much.

There's a Spacethumper folder in your local app data folder, you can google how to get to that one. Difficulty is labeled in the save file.

To this day she still doesn't technically have one! I spent so long calling her "pilot" as a placeholder name that anything else sounds weird to me now. No proper name certainly makes writing dialogue tougher though.

You could with save editing, I don't think it will break anything but no promises.

The only thing left that I would want for 1.0 is the end screens, so whenever I finish those up. There's a few things I want to add after that but those would make the full start to finish experience complete.

The say I have it coded the wind turbines are more effective the farther away they are from terrain. In this case the wall acts as terrain, so you'll need to build away from that as well.

You can use the teleportation hub to point you in the right direction.

You get the code by getting to the current end of the game. the big crystal is just for aesthetics at the moment, you can't destroy it.

There's quite a few vertical layers in the caverns, are you sure you've reached the top one? Repositioning the hub can also help tell which areas you've already cleared out.

Build a teleporter hub and destroy all the interference slime, then use the hub.

Could be an issue with the settings not getting saved for zone reason. I'll do some testing, but for now try changing the settings both in the main menu and from the pause menu (exiting the settings menu before you close the game with both) and see if that works.

Since sprite swapping isn't fully implemented I haven't included the spritesheets yet. Once it's actually possible to do a full sprite swap is when I'll include the files.

Depends on who you're playing as. all the elevators only work if nothing is hanging off the sides, which pilot and her prodigious width has a much harder time of doing.

Once you destroy all the interference nodules you can use the teleporter hub to get out. If you're having trouble finding them the telepoeter hub can help with that as well.

This game is all finished up so don't expect more weights on this one. Also good news! There are suit upgrades that decrease energy loss while walking!

Yes, the radio must be grounded. This is for the dual purpose of forcing more mindful placement for the end game objective and also preventing the frustrating situation of a very expensive building collapsing from one platform below getting destroyed.

Ah, there's the issue. For buildings you have to right click on the building itself. I tried making it a key initially but which building got interacted with was unclear sometimes without how wide the sprite gets so I went with right click instead.

Cool! This probably isn't the game for you then since base defense is a core part of the design. I would suggest finding a game with gameplay you don't hate.

You have to power it with an adjacent generator.

Non-hostile would have pretty much the same effect as having them be gone (I guess with added lag as they all piled up without being killed). Easy mode is coming though!

I'll be releasing sprite sheets with the update that allows for custom sprites to be used in the game.

Yeah, the old system doesn't work now that you're considered to be touching every building the sprite covers instead of just the one in the middle. Plus the old system was a bit clunky with how larger buildings would only expand to the right anyway. An important exception are platforms, which can have the blueprint for upgrades placed and built on top of them.

Yup, he's a snowman guy thing.

GET LARGE Jam community · Created a new topic Thank you

Now that it's all wrapped up, I just wanted to give a shout out and a big thank you to the folks who made this jam possible. I look forward to this time of year for the jam and with WG having so much going on I was a bit saddened when I thought there wouldn't be one, but Peach and Ice pulled together a fantastic event on short notice. The announcement video was a nice touch as well, props to the folks who worked on that! And of course a big thank you to everyone who entered something into the jam, both the newcomers and the familiar faces. There were quite a few games I really enjoyed and it's always fun to see how creative people can get despite such a tight deadline. 

Yep, it's part of the challenge!

Ay, thank you for the kind words! Being able to pre-make a burger wasn't planned but we figured it would be a fun thing to keep in as a little reward for getting to know your customer's preferences.

Anything else weird happening besides the scoring itself, or is that the only sign of a bug?

After some experimentation the only cause for this I could find is bad save data. Unfortunately you might have to wipe your save data and start from scratch. I am trying to do updates in a way that preserves saves as much as possible, but sometimes thing slip through.

Looks like the steamdeck keeps gamemaker data in the file path ~/.steam/steam/steamapps/compatdata, I'm not sure if the folder will still be named Spacethumper since I'm not as familiar with the steamdeck's file system, but if it is that's where you would put the sprites.

I hadn't check out the community posts until just now and geez you did good with these!

Redoing orders does not matter unless you score higher on them. The characters overall rank depends only on how well you do on their specific orders throughout all the days, the ranks for each day are averaging out the scores every character got on that specific day.

At this point the interaction between the gallery, the levels, and the weights on any particular save file depends on what scores you got on which levels in what order during which version and how many times you visited the gallery in between, which is an unfortunate consequence of me fixing these things over time while people are playing.

That being said, starting from a fresh save is the only thing I can bug test on since I don't have everyone's save files, but as long as you score majority S rank on a character's orders throughout all the days you should be able to see all their weight stages in the gallery.

Nope, the characters and their orders are the same every time.

Have you gotten at least an A rank for all his orders?

Did a quick hotfix, that issue should be resolved now. Not sure how I never ran into it when testing.

It just means there's pretty V1.3.0 save data messing stuff up, you can reset your save data in the options menu.