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deadlydad

23
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2
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A member registered Dec 28, 2016

Recent community posts

It's been a few years since I've played the prototype, but I believe that you add logs to them.

Will do!

Suggestion: Let users use the arrow keys to move the image around in the window.  That way, users can adjust its position if it isn't quite where they want it to be.

Problem: When you add a non-block shape, the background is cut out, leaving a hole.  A better behaviour would be, if a cell is already coloured, to make that colour the background for the new shape, (perhaps) locking the depth for the background to what it was when it was the main shape.  I realize that this might not be a trivial task, but adding non-block shapes onto a background is pretty useful and only being able to use non-block shapes for edges is pretty limiting.

Does that make sense?

(1 edit)

Great Update!  Odd bug, though; some shapes mirror correctly, but some are just rotated 90 degrees.

(Suggestion: make the mirror buttons be toggles so users can use either mode or both.)

Hello!

A very cool tiny app!  (I don't actually need it as I usually use OpenSCAD to produce my low-poly models, but you have given so much to the dev community that I wanted to support you.)  Here are a few thoughts on how I think that you could make it even better!

  1. Mirrored mode for non-symmetrical shapes:  When switched on, a second panel is added beside the first.  (Also include a 'lock' button to only change the current side.)  When unlocked, placing a pixel on either side will place the same color of pixel on the other, mirrored left-right.  Also, when changing the height of a pixel, the height will be duplicated.  When locked, changes only occur on one side.  That will allow folks to make models that are substantially different on each side without needing a major rewrite of the code.  ...hopefully.  :grin:
  2. Voxel Depth: Currently, the height value creates voxels that extend to the center.  I would add a second column of numbers called 'depths'.  If the user control-clicks on a pixel, the voxel will have the height from the first column, but only extend behind it as far as the depth.  For example, when making a car, the wheels could have a depth of 1 so that the final model won't have wheels that are a solid cylinder all the way across the car.
  3. Silhouette mode:  Side and/or top pictures are imported/created to act as masks to further define the model by removing columns that aren't in the picture.   For example, while currently if you drew a car from the side, it would have cylinders connecting the two wheels.  If you also drew a front view, then the section of the cylinder between the wheels would be removed.  This would make setting most of the pixel heights/depths automatic, as they would be adjusted to fit the silhouette.  (e.g.  If you started with a solid 32x32x32 block of pixels and added side, front, and top silhouettes of a car, it would be 90% done with the click of a button, only needing colouring and final smoothing.)

I hope that this helps!
Keith Olson

Very cool little game.  One suggestion I have is to change how the numbers are presented to "<45", "=45", and ">45".   That will make them uniform.  (I noticed that without the equals sign, both I and other players initially missed that a precise number was needed.  ("45+" would need to become ">44".)  Other than that, it is a thoroughly enjoyable experience.  Bravo!

It turns out that I only get that error if I *don't* run it from the Itch.io launcher.  Go figure.

Every time I click on 'Explore', I get this error: 'ERROR: \prefabs\prefab_-1.ini NOT found.' and the above message.

___________________________________________
############################################################################################
ERROR in
action number 1
of Other Event: User Defined 3
for object obj_camp_fire:

Trying to read from undefined INI file
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_camp_fire_Other_13 (line 47)
called from - gml_Object_obj_prefab_loader_Create_0 (line 35)
called from - gml_Object_obj_resource_generator_0_Alarm_1 (line 3)

I hear you.  One option is make a list of all legal spawning locations for a map, then, for each enemy spawned, loop through the cells in a square around that enemy, swapping that cell location with the one at the bottom of the list of legal locations and decrementing the index of the bottom of the legal list by one.   When all enemies are placed, the player can safely spawn at random(index) location.  Does that make sense?  (I haven't had to use that algorithm for years, so I may have forgotten something.)

I'm finding that I really enjoy playing this game.  The only time it gets frantic is when you spawn in the middle of a group of enemies.  (Yeeeaaaaah, about that...)  The soundtrack is chill and well matched.

I just rediscovered it tonight and went looking for you.   I'm glad to see that you are redoing it!  You should want to check out Fallout Equestria: Remanins, which has a similar vibe.  You might get some good ideas for LoK.

It has already been added to the Steam version.

My friend, you just keep making this exponentially better!  

I do have an idea, though; programmable routers/bridge ends/overflow gates/etc.  When you click on it (as when selecting an item to sort for a sorter), have a window pop up that has togglable '<]' & '>]' symbols (like you see when offloading materials from your vehicle) for each of the four directions.  That way, for example, you can use a router beside a factory without worrying about output clogging an input flow or have an overflow gate only output extras through one side.


Does that make sense?

It's a pretty cool game.  Some issues, if you are ever thinking about fleshing it out:

  1. More explanation of the automation would be welcome.
  2. Being able to tilt the conveyors to allow going up/down a level is vital.
  3. Some items can't be assembled even when you have enough components, as they have a red '(X)' in the box, but no explanation as to why.

Still fun, though!

Popup Message:
---------------------
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:\Program Files\Epic Games\UE_4.21\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 611] 
Array index out of bounds: 11 from an array of size 11
0x00007ffe3de6a388 KERNELBASE.dll!UnknownFunction []
0x00007ff69503b0f6 MedievalTales.exe!UnknownFunction []
0x00007ff694e34b27 MedievalTales.exe!UnknownFunction []
0x00007ff694d70d28 MedievalTales.exe!UnknownFunction []
0x00007ff694b37b74 MedievalTales.exe!UnknownFunction []
0x00007ff694b33e66 MedievalTales.exe!UnknownFunction []
0x00007ff696e7e94d MedievalTales.exe!UnknownFunction []
0x00007ff697d8a6e3 MedievalTales.exe!UnknownFunction []
0x00007ff6973fc781 MedievalTales.exe!UnknownFunction []
0x00007ff694b79291 MedievalTales.exe!UnknownFunction []
0x00007ff697d4f2ce MedievalTales.exe!UnknownFunction []
0x00007ff697c5c138 MedievalTales.exe!UnknownFunction []
0x00007ff697bf77be MedievalTales.exe!UnknownFunction []
0x00007ff697c8f332 MedievalTales.exe!UnknownFunction []
0x00007ff6973abdc5 MedievalTales.exe!UnknownFunction []
0x00007ff6946e0ac9 MedievalTales.exe!UnknownFunction []
0x00007ff6946f051c MedievalTales.exe!UnknownFunction []
0x00007ff6946f057a MedievalTales.exe!UnknownFunction []
0x00007ff6946feb65 MedievalTales.exe!UnknownFunction []
0x00007ff6989e2056 MedievalTales.exe!UnknownFunction []
0x00007ffe3e5f3dc4 KERNEL32.DLL!UnknownFunction []
0x00007ffe40e33691 ntdll.dll!UnknownFunction []
System Information
------------------
           DxDiag Version: 10.00.17134.0001 64bit Unicode
         Operating System: Windows 10 Pro 64-bit (10.0, Build 17134) (17134.rs4_release.180410-1804)
                 Language: English (Regional Setting: English)
                Processor: Intel(R) Core(TM) i5 CPU         650  @ 3.20GHz (4 CPUs), ~3.2GHz
                   Memory: 8192MB RAM
      Available OS Memory: 8184MB RAM
Display Devices
---------------
           Card name: AMD Radeon R7 200 Series
        Manufacturer: Advanced Micro Devices, Inc.
           Chip type: AMD Radeon Graphics Processor (0x6610)
            DAC type: Internal DAC(400MHz)
         Device Type: Full Device (POST)
          Device Key: Enum\PCI\VEN_1002&DEV_6610&SUBSYS_72501682&REV_00
       Device Status: 0180200A [DN_DRIVER_LOADED|DN_STARTED|DN_DISABLEABLE|DN_NT_ENUMERATOR|DN_NT_DRIVER] 
      Display Memory: 6120 MB
    Dedicated Memory: 2028 MB
       Shared Memory: 4091 MB
        Current Mode: 1920 x 1080 (32 bit) (60Hz)
         HDR Support: Not Supported
    Display Topology: Extend
 Display Color Space: DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709
         Driver Name: C:\WINDOWS\System32\DriverStore\FileRepository
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                        \u0340461.inf_amd64_c6db5d91b1f3fdf9\B340443\aticfx64.dll,C:\WINDOWS\System32\DriverStore\FileRepository
                        \u0340461.inf_amd64_c6db5d91b1f3fdf9\B340443\aticfx64.dll,C:\WINDOWS\System32\DriverStore\FileRepository
                        \u0340461.inf_amd64_c6db5d91b1f3fdf9\B340443\amdxc64.dll
 Driver File Version: 25.20.15027.9004 (English)
      Driver Version: 25.20.15027.9004
         DDI Version: 12
      Feature Levels: 11_1,11_0,10_1,10_0,9_3,9_2,9_1
        Driver Model: WDDM 2.4
 Graphics Preemption: DMA
  Compute Preemption: DMA
   Driver Attributes: Final Retail
    Driver Date/Size: 2019-03-17 5:00:00 PM, 1959312 bytes
         WHQL Logo'd: n/a
     WHQL Date Stamp: n/a
   Device Identifier: {D7B71EE2-2550-11CF-1E56-E368BBC2D435}
           Vendor ID: 0x1002
           Device ID: 0x6610
           SubSys ID: 0x72501682
         Revision ID: 0x0000
  Driver Strong Name: oem5.inf:cb0ae4145ddc094a:ati2mtag_R501:25.20.15027.9004:PCI\VEN_1002&DEV_6610&REV_00
      Rank Of Driver: 00CF2000
         Video Accel: Unknown
         DXVA2 Modes: DXVA2_ModeMPEG2_VLD  
                      DXVA2_ModeMPEG2_IDCT  
                      DXVA2_ModeH264_VLD_NoFGT  
                      DXVA2_ModeH264_VLD_Stereo_Progressive_NoFGT  
                      DXVA2_ModeH264_VLD_Stereo_NoFGT  
                      DXVA2_ModeVC1_VLD  
                      DXVA2_ModeMPEG4pt2_VLD_AdvSimple_NoGMC  
                      DXVA2_ModeVC1_IDCT  
                      DXVA2_ModeWMV9_IDCT  
      Deinterlace Caps: n/a
        D3D9 Overlay: Not Supported
             DXVA-HD: Not Supported
        DDraw Status: Enabled
          D3D Status: Enabled
          AGP Status: Enabled
       MPO MaxPlanes: 1
            MPO Caps: Not Supported
         MPO Stretch: Not Supported
     MPO Media Hints: Not Supported
         MPO Formats: Not Supported
    PanelFitter Caps: Not Supported
 PanelFitter Stretch: Not Supported

I hope that this is just a troll, but I sadly doubt it.  If it focussed on the biases within and between genders/genetics/beliefs/etc., to foster understanding rather than division, THEN it would be worthwhile, but to trumpet a single bias...  Urgh.

No worries!  You can play it for free!  https://www.kongregate.com/games/terra0nova/aground

Cool little puzzle game!

Fun little game!  A few thoughts:

  • The controls are really twitchy with mouse/keyboard, and movement is so fast that it can get frustrating while trying to make small movements.  May I suggest a 'Zoom/Slow Toggle' button/key, which doubles the view while halving the character's  movement speed?  This would make placing objects, melee fighting, and driving the truck  sooo much easier.
  • A larger pickup range would be very helpful, as would doubling the time objects stay on the ground before disappearing.
  • Trees tend to explode into planks that fly all over the screen.  I'm assuming that this is a bug.

Well, let me put it this way.  My system can run SW Battlefront at 20+fps.  This runs at 11.  :grin:  Obviously, YMMV, but just try it out and see for yourself.  I found it completely playable even at 11fps.

Friender Bender community · Created a new topic Controls?

Unfortunately, nothing seems to control the menu, and there is no mouse cursor.