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Emilio

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A member registered Nov 27, 2016 · View creator page →

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Well, thanks again for your support and I'm sorry it is not working. Whenever I release another game I'll make sure to send you a key :)

Cheers!

Hello Tonei. Unfortunately I don't think we can assist you with this issue since we can't compile new versions to OSX and I believe that latest versions of the OS are not compatible with AdventurOS. If you want a refund we can gladly do it. I'm actually going to remove the build so it is not miss leading.

Hope it is not too late! I would love to help with Pixelry

https://coppolaemilio.itch.io/pixelry

Okay, sent an email to the email address in your profile's website. If you haven't received it just let me know to where should I send it!

haha the game was finished for a long time! there was a lot of confussion because we wanted to add more things but we failed on raising funds for it 😅

I'll md you a key so you can download it! Nothing new has been added, it is the latest version we had available. Thanks for getting in touch!

Do you remember the email you used to buy the game here on the website? I can check the history and send you a key. You should also try running the game using the itch.io app since it keeps the game updated

(2 edits)

I see that you are creating a post everywhere you can so I'll try to help you here so that anyone with the same issue can find the solution.
First of all:

Thanks for the bug report! I'm not sure why that is happening to you, do you have the latest version available?

I'll try to make a new build with a more recent version of linux

Hello Beertual! Unfortunately there is not a good solution for rebinding the keys in AdventurOS. There are third party software that can re-map keys but we should really do something to make it inside the game.

We will try to make it fin in the next update but for now there is not much you can do :( I'm really sorry about it!

Playing at 144FPS IS SO DOPE

Thanks for making the mod!

Thanks for the report, we will look into it!

Hey! I'm not sure what is happening, linux is giving us a lot of different errors. What distro are you running?

Hello there. First of all, thank you for getting in touch with us. This is all great feedback and we really appreciate your time in writing this. We feel honored to receive your offer but at the same time we wouldn't want to make anyone work for free so if we ever consider hiring a QA tester we will think about you. For now we already have more tickets that we can handle and it might be an overkill.
We think we understand what parts of the game need to be improved but at this point we are having a lot of issues with Game Maker Studio and our source code itself. We are considering making the project open source and maybe try to move as much as possible out of the Game Maker Studio ecosystem so it can be easier to manage.
We will create tickets for the issues you reported and hope to get back on track fixing and releasing updates!
Thanks again!

Thanks for the info! We will see what we can do to bundle this with the game

Hello there, we are going to look into this and see if we can come up with a solution for the next patch. Sorry for the troubles, the linux version is still a bit unstable :(

thanks for your quick reply and the screenshots! We need to fix more things in the game still, but we are happy it is not spawning in the empty room anymore!

Hello again Duffadash, we pushed a new version just now. Do you have a moment to test if it is working properly now? Thanks!

Hello Duffadash,
We are still working on getting the Linux version to run properly. We have a couple updates to make and we hope to get it out soon.
The main_drive option only gets read on Windows so you don't really have to worry about that.
Hopefully we can release a version tonight. We will keep you posted!

This is an interesting workaround! We need to save the game as soons as the player dies to avoid this. We have to test all those cases to know what could be fixed. Thansk again for your insights!

Hello Jacob. Cursed rooms are designed to be a limit for your character to not get into very dangerous areas. You can un-curse them by getting that skill with Adventure Points. Also, remember that beating the totems is just to make the final fight easier, but you can face the last boss whenever you find the key to get to it, so destroying all the totems it is not "necessary" to beat the game.

Hope that helps! We will try to make this things clearer via tutorials and better text messages in-game in future updates.

Hello, and thanks for your honest feedback and good words!

 I remember when you guys made the video for Indiegogo and you said .rar files would be chests, but I have yet to come across any chests anywhere near my rar files.

Do you say that rars are not being set as chests? or that there are not a lot of chests other than on .rar files? The chest thing is one of the main elements that we noticed how hard is to use a computer structure and try to make a game out of it. We were way too focused on the main user directory and that is only a small percentage of the filesystem. We wrote about this kind of things on the blog before.

ENEMIES Secondly, the monster improvements (which I know you're working on) is very, very needed. Many of the monsters don't do anything, and even if they were big, they weren't difficult to take down. What is difficult is getting mobbed by 20 things and not being able to escape when you're low level. So it's either really easy or really difficult.

As you said, we are working on improving the monsters in generals because it is the most important thing of the game. We hope to get them in a much better spot soon. We are still working on getting the game working 100% in Mac and Linux so it is taking us longer to get to that.

The other thing I thought was supposed to happen was that if there are a lot of a file type, they combine to make a harder enemy (or this was the plan from the indiegogo video). What REALLY happens is that you go into your system32 folder and end up sitting there for LITERALLY 3 HOURS killing the 12,000 enemies pouring out of the rift. I don't mind this rift style of play, but eventually just send a big bad boy out instead of the remaining 10,000 enemies. there needs to be something like minibosses for stuff like this to prevent monotony.

We have a few ideas in mind about how this can be fixed. On the indiegogo we said about merging bosses but later we discarded that idea because of it removing the individuality of each file as a separate entity. After getting the monsters on point we would love to have time to improve those kind of rooms.

TALENTS Another issue I had (which I see others have already suggested) was the skill and level system needs re-tweaking. I actually think it needs a bit of an overhaul. I don't think you should "make it like skyrim" but I think it would be better to have more options like in the skyrim skill trees. For example, if I'm making a magic character, let me get some magic talents...

On our initial design we had way different trees of talents, each one of them with steps and improvements but as you can imagine, it is a lot of work to implement. The only reason why this version is already playable is because we had to cut out a lot of features. We wrote more about this issue a blog entry that can be summarized to: "Easy to say, hard to implement"

INVENTORY okay this one was a bit of a big one for me. Please please please make separate inventory category pages. For consumables, armor, shields, weapons, books, etc. because scrolling through the whole list is just monotonous. And the option to double click items to either equip or vendor, as dragging them gets a little monotonous too.

We want to make the inventory better and filtering by categories could be one of the solutions. We first need to make the same items to stack, but because of a few bugs with that it is not working at the moment.

Gold is useless and I pretty much never used it

I agree, making NPCs more gold friendly should fix this and balance things out.

There was no real bonus for entering those cursed doors

The cursed doors are a way to avoid the player into getting deeper than it should before he/her is ready to get into those dangerous places.

The adventurOS folder key easter egg is a little much. I killed one out of the four bosses and then found the key and went to the end. Maybe make it something else? Or maybe make it random for each playthrough. Make 10 possible options or special things you can get from it but don't give a free pass to the end boss

I'm not sure what you mean about the first part here. About giving a free pass to the end boss is intended. If you think you are ready to face it, why make you jump through more hoops?

Also, I went and played my high level character, and after the update, I pretty much got insta-gibbed by those reappearing dudes. I barely stood a chance. I'll probably give it another play through to see how the progression is now, but the sudden change just hit my character like a truck
Woops! Yeah, things are a bit more difficult now, but not that much.


As you can see, the game is too big and every change generates a butterfly effect that make it difficult to tune properly. We hope to keep ironing this stuff out until the game is in a good place for a big release. For now, we will keep doing everything we can to get it into a better place than it is right now.

Thanks again!

Hello there, thanks for the report. Yes, this is indeed a glitch. It seems like the indexer is not reading your directories properly. We will try to make a test case for this issue and display the proper error. Sorry for the trouble!

What OS are you running? It is an interesting bug!

Thank you for the report and the workaround, a lot of people have been reporting this error but I am still confused on why is it happening. I'll try to re-write all that part because it was not very well done initially. Thanks for the messages!

I think this is happening for people that are not using the itch.io app. It is weird that the file works fine when you run it from the launcher but not when you extract the zip file manually. We are looking into it!

Hello there, GNU/Linux builds are experimental for now, we are working on getting it to work. The long wait time you are reporting is a timeout because the game is trying to reach a server to download updates that no longer exists. We will post an update when this version becomes stable. Sorry for the trouble!

Hello there! I pushed an update just now, hopefully, it will fix the error that you are reporting . Let me know!

Hello there! I received a private email with the same error happening on windows 8. Unfortunately we don't have those systems to test out so it is going to be harder to debug. I'll see what I can do, and try a few things for the next update.

Hello there! We are very busy with the Mac and Linux updates but I added a new Windows build that includes descriptions for the skills. It still needs a few more things to be better but I hope you will understand each skill a little bit better than before. Cheers!

Can you try re-installing instead of updating? maybe some of the old files were still present and that created the error message

I'm going to start using the development logs instead of this thread on the community, so I'm un-sticking this message

Hello there! We pushed a new version for Mac, can you test it to see if it works?

Hello there! We pushed a new version for Mac, can you test it to see if it works?

Windows Version 7 (#93003)

- Corrected some item names (thanks to Bastille for the help)
- Fixed an issue with small rooms
- Hiding debug computer object on top left of rooms
- Connection piece in blue rooms now fixed and creating properly
- A lot of small changes

Hello there, thanks again for your excellent feedback. I'm preparing a patch for many of those issues but our top priority right now is getting the mac version running. The computer thing is a debug object that should not be visible 🙈

We are looking into a way of making the totem spawning places better

Thanks again!

thanks for the report! we are going to look into it 

Hello there! Mac and Linux are now published but only for internal development, we will create a blog entry once those become stable. Sorry for the trouble!