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Dariusz "Darkhog" G. Jagielski

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A member registered Jan 23, 2014 · View creator page →

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Zoom can be mapped to ctrl+wheel like in every sane software.

I know it might not be a priority, but would an online multiplayer be an option? Even if we'd need to redirect ports and give IP to the friend we're going to play with.

LVL Edit community · Created a new topic Is this normal?

In LVLEdit viewport (both 0.6 and 0.7 alpha) even a perfect cube (1x1x1) seems to be squished vertically. Additionally I've noticed something that looks like Y-shearing when rotating camera up/down (again, both versions, 0.6 and 0.7 alpha)

What I'd like to see are transform handles that allow you to move objects by dragging them, like those in the Unity/Godot/Unreal/etc.

Just remember: Their is plural of his/her. They're is a shorthand for "they are". There is where the thing is.

Could you make it so it displays that Unity launcher thingy (the one where you can choose resolution and fullscreen mode) before the start of the game? My 720p laptop will thank you.

IMO you should focus on supporting DCS+ one as it's most powerful and the limitations of it aren't really that bad.

Cool fun game, but you should change the name as there's a game with that name sold on Steam (very cool game by the way, you should check it out). Thought I've came across a prototype of it for a second (since it also runs on unity).

Thank you!

In theory you could develop games with mobile version of TIC-80 (a fantasy console), but it's a pain (I've tried when my computer broke few years back and was left with nothing). Other than that, I don't know of any good gamedev environments for Android, sorry.

You really should get a cheap laptop that's modern enough to run Windows 10 and has basic dedicated GPU. When my computer broke after few months of saving I got an used Asus ux32vd (was cheap, though about 10 years old at the time) with an i5 and GTX660M. Not very good for gaming, but good enough to develop some games on, at least simple ones.

I am a webcomic artist as well as a game dev and for a while I've wanted to make a playable webcomic as a HTML5 game. Can't really host it on my webcomic site, because I am using a premade webcomic site which doesn't allow html/js uploads, BUT the webcomic site allows of specifying some HTML code to embed stuff (think iframe) instead of a direct comic upload.

So what I was thinking was to host a hidden game HTML5 on itchio and make it playable by embedding it on my comic's site. Is it possible?

Great, so it will clutter my desktop. Isn't it better for the program to make a backup directory under Documents like Documents/NebulousBackup, rather than to clutter people's pristine desktops?

The current save system effectively works as "save as" button. Is it really so hard to make it remember the name of the file and just use it when saving second time and onwards?

Maybe with GB Studio it would be possible? Hm...

Download, please. I can't play it on stream like that.

I want more days. This has the potential to be the next Papers, please.

IMO you should add it (and the Linux version) since you already have builds for that and Steam has both Mac and Linux versions.

It should. Another piano roll program I use, LMMS (an open source clone of FL Studio) has it and it's amazing.

Well, you could always change the design in the shop, lol. Plus that would likely make the originals appreciate in price so if you hold onto unsold inventory of the old design, you could make quite a buck in few years time on that alone.

The current dragon mascot/icon/logo/whatever the software is using is scary, tbh. Given the fact that the app is supposed to make music making process easier, maybe one that is more welcoming/cuter would be better? It seems to me that the current mascot clashes with the idea behind the project.

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It's kinda useless. Mouse wheel could be much better utilized to e.g. set the instrument volume on a per-note basis (I know about alt-click, I'm talking about much finer control).

Great, now I feel dumb. Thanks!

Unless I can't see it, there's no way to change volume for specific instrument track? If so, this is really limiting as I've found that some instruments I want to use for the main melody are too quiet in comparison to ones I want to use as the bassline. And ability to set the volume for each instrument track (and the drum tracks!) would be nice.

Link: https://darkhog.itch.io/putin-your-target

Summary: You fight Putin


You can, with correction paper or a whiteout. Therefore, there should be appropriate simulation of those in this app.

What I would like to be added is correction paper so you can erase your mistakes.

How do you import this into an already existing project?

Yes, if the safeguards work properly. Unfortunately no safeguard is perfect and sometimes these things happen, especially if a temperature sensor dies (dead temp sensors usually read as 0 Celsius so the throttling software doesn't know something is wrong).

Would like it as well. Especially since I am a programmer so I could help with development in my spare time.

I don't see keyboard icon in the command line/tools (where it'd be most useful) 

1. It launches directly to Surf

2. Even if I quit surf with the back button, I can't seem to be able to use software keyboard by tapping the screen as I was in previous versions. 

I have Pro in case there's version difference. 

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Tilemap rendering and camera support without having to write your own (unless you need fancy stuff like split screen). Basically, a function that would offset all drawing operations (unless you set a bool to ignore the camera when passing an array to e.g. handle the HUD) by certain x/y.

Also, unless it's already there, a top-left coordinate system. Many new devs may come from engines/framework that use it such as various "fantasy consoles" such as PICO8 or TIC80. Bottom-left or center coordinate system may confuse them a lot.

//edit: Also, could we get SVG sprites so they won't pixelate or blur no matter how much we zoom in?

//edit: Another one: A ready to go IDE, possibly Eclipse-based would be nice so you don't have to use several different tools to get what you need. Also, it would allow for stuff like auto completion (a.k.a. intellisense) to be possible (no more typos, yay!)

I know and that's why a Lazarus component (Lazarus is open-source Delphi-like IDE, basically) should be made first, then maybe add one for Delphi so nobody is forced to do anything (if they prefer Delphi and have license they can use it, if they don't like delphi or can't afford it, they can use Lazarus). I'm actually on PGD and I'll ask about it.

It's sad really. Don't have enough knowledge to update bindings or make a Lazarus component (I can't afford Delphi, it's too darn expensive), but would use it if someone would make those. I'll go ask around on some Pascal-related sites, maybe someone could update them.

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They're stuck at library version 1.11 (if the comment is to be believed) so update would be nice. Pascal isn't as bad as you think. Also, perhaps a Lazarus/Delphi component to render a TilEngine scene would be good. And docs, even if generated with pasdoc.

//edit: Also add Pascal examples.

What sort of limited feature set are we talking about? Anything that deals with palettes is a fair game, I guess since you can't do palette swaps/shifts with ARGB or even RGB images (other than doing graphical equivalent of search and replace I guess, but it's less performant and unneeded).

Also what visibility checks are you doing? If you are doing these to avoid overdraw, you can safely disable those I guess as modern devices are performant enough to handle overdraw in 2D space.

Perhaps if you'd write more about what algorithms stand in the way we could figure ways to change the algorithms involved so they'd work with 32bit images (other than palette shifts, since they'd be too cumbersome to do with 32bit images and should be limited to 8bit assets).

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I'd like support for 32bit images. There are some limitations when using 32bit images, such as not being able to play with palette, but many of raster effects could be achieved even with 32bit images as they depend on changing stuff like scroll value and image scale on each scanline, not playing with palette. I believe having support for 32bit images would make the engine more versatile even if some of the features, like palette shifting would be limited to 8bit assets.

I think it's the visual programming environment, similar to Construct, GDevelop and Clickteam Fusion. At least that's what it looks to me like.