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Craig Tinney

37
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25
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68
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A member registered Mar 20, 2016 · View creator page →

Creator of

Recent community posts

Thank you so much! This was the first thing I read this morning and it really brightened my day :)

To answer your question, yes, all of the courses in this game are procedurally generated ad they're just a collection of different coloured circles. 

Glad you enjoyed my little game, have a lovely day!

Fantastic game! I think I met a friend of yours, Jimmy frog earlier and the interaction really brightened my day!

Wow! Would love to see the code for this one!

Fantastic entry, shame I'm so bad at this!

Very difficult, but very well executed!

Really fun, nice work!

What a lovely golf game!

Must be a pain to get around though, these courses seem to be rather flooded...

There's definetly some more characters to be squeezed out here by just removing some of the whitespace and linebreaks. I managed to cut 18 characters off your code and not removing any logic, so there may be space for line clearing yet!

I was making my own version of tetris but it looks like I won't have space for the full game, here's what I have for line clearing though, it should work quite nicely for your version too;


::c::
for y=63,4,-1 do
l=true
for x=0,63 do
l=l and pget(x,y)>0
end
if(l)memcpy(24576+64,24576,y*64)goto c
end
end

Basically, start from the bottom of the screen and work up, check each pixel from left to right, if not black, keep l to be true. If l is true after checking the whole line, copy the screen data from the top down to the line we just checked down by 1 line and start the check again (we might have multiple completed lines and continuing in the current loop might miss them!).

Anyway, excellent game, love the idea!

Hope to see you for TTJ5!

Oooo I love these sand game, very nice work!

Here's a hot tip though, rather than declare a big 2D array for all your pixels, you can make use of pget() and pset() to do the same job! I made a similar tweet cart a sort while ago with this in mind;
https://twitter.com/ctinney94/status/1250410751820472321

Hope to see you for TTJ5!

These are some really pleasing movement mechanics, great job!

Oh, thank you very much!

Hi tkishi117,

Since your search query will be placed into a URL, you'll need to encode the hash character (%23).

Here's a handy resource for this:
https://www.urlencoder.org/

Sorry for the delayed response, hope this helps!

Thank you for the kind words!

The erratic movement of the pendulum getting faster and faster is something I am aware of and I actually fixed in an update a short while back. However it seems I neglected to update the version seen here, so thank you for reminding me to fix this!

There's now a speed variable which should 1) resolve the issue of speeding up too much and 2) provide a way to watch this demo in slow motion.

Absolutely bananas and hard as nails, simply fantastic!

Cart has now been updated in light of these changes, hope you enjoy the new version!

You're not wrong! This is something I did for my new golf game so I think I will revisit this one and tidy it up more :)

yup! Cheaper than calling stop()

Thank you!

Currently the only files I've put for download is the source code , available for a small price.

That being said, I suppose I could pop a couple of executables up, it just didn't occur to me before now.

Can I ask why you might want a standalone executable over a browser based version? 

I actually got the idea for the trees from one of my favourite games, Duck Duck On The Loose https://www.google.com/url?sa=t&source=web&rct=j&url=https://www.lexaloffle.com/...


Essentially, layer a stack of circles (of varying colours) offset with a Z value. Shift each circle in the direction from the camera to the screen space position of each circle, using the Z value as the mmagnitude  of the vector.

Thank you Philip!

Incidentally, I also appreciate your thoughts on Pico Pirates, but it seems when I switched the comments from a discussion forums to comments in light of your feedback, I lost your comment :(

PP certainly does have a number of issues around gameplay and particularly balancing and this is something I'm looking to discuss in an upcoming postmortem. Thank you for your feedback and kind words :)

Not sure what's up with the web build, but I can't seem to load it here :(


Chrome is reporting a 403 in console, unable to load resource.

Hi Elliott,

I've updated the package today to include a read me containing instructions on how to overcome this issue.

It seems I forgot the include an important piece of information required for the Async plugin to function, the run-time version  of C# for your project must be set to 4.0 or above. This can be done by going to Edit -> Project Settings -> Player) and changing “Scripting Runtime Version” to “Experimental (.NET 4.6 Equivalent)" or "4.X"

If you continue to run into issues, please hesitate to get in touch. If I miss your comment for whatever reason, you can reach me at ctinney94@gmail.com

Thank you!!!

As this was a GGJ entry I probably won't be going back to this any time soon, but I might consider putting out the shader I used to do the cross-stitch effect so you can enjoy more games that look like this in the future :)

Thank you for the kind words!!

I LOVE IT! What happened to the background seem in the screenshots though? A victim of optimisation?

Whilst the lack of audio is a real shame, the humour in this entry is an absolute treat!

Do you have a Twitter where we can follow your game dev antics?

Don't put yourself down, this is an excellent de-make!

I've played a lot of ITB and found this to be an excellent counterpart, good job!

Fantastic tool, will definitely be making use of this a lot!

First I just want to say that I LOVE the aesthetic you've got going on here. Big fan of the low res, limited palette, retro vibe, although I do feel like this could be improved in some areas.
Most notably, the particle effects for enemy deaths don't conform to the same strict colour palette that's present for the other sprites, nor do they keep to the same rigid movement style that enemies do.  There are some tools available for Unity that come help overcome these issues, I can send you a link to them if that's something you're interested in.

Some other QoL features would also go a long way such as the inclusion of a pause mode, controller support and firing with the directional keys, which was my first instinct considering this is a twin-stick shooter.  

Also a huge fan of the enemy spawners and the animation of each new enemy being built piece by piece, an excellent little feature.

Uploading a fixed version now, cheers for the heads up!

Yes, I'll be more than happy to update builds with actual working copies as soon as I can. I'm away for this weekend but will make sure fixes are up on Monday :) 

Cheers man, nice website you got going here :)

[I wish I could reply to comments here, but I suppose this'll have to do]

Thanks very much, Sean! This jam has largely been experimental for me so it's good to hear about stuff that doesn't work so well and I do agree, the shooting doesn't 100% fit here due to the speed / screen size.

Your game looks rad as fuck by the way.

I hate to be 'that guy' but the particle effect used when you pick up the collectable at the start uses colours outside of the 4 in your palette due to the opacity levels.

I love how bouncy landing on enemies is though, fun stuff :).

Neat experience, and awesome to see this limited resolution + colour palette used to thematic effect too. The one downside of this is text can sometimes become difficult to read against such strong white colours, I found myself staring at a few ceilings trying to bits of text.

Otherwise, cool game!

Haven't had a chance to play this just yet, but it looks quite similar to Downwell...