How do I set them to prevent resources going negative?
deadlydad
Recent community posts
One upgrade for the brood mother would be to place the first of multiple spiders in the hand and the others in the discard pile, so that they will show up in later hands.
Another upgrade would be to add +2/+4/etc. to spiders every time they show up in the hand but are discarded. (i.e. They are 'growing'.)
Fun little game! Some thoughts:
- Add keybinds. <1>-<0> for units, <SPACE> for interactions. This will make gameplay smoother by allowing players to instantly pick the unit they want without needing to stop picking up gold/etc.
- Add ratio sliders beside each unit and have pressing <SPACE> automatically pick the best unit to maintain the ratios the player selected. If that unit isn't affordable, give some indication of this, and allow them to either wait or press <SPACE> to pick the next best, affordable unit. This is needed as the playfield gets more and more crowded and frantic.
- I love that the archers will kite to try to maintain distance. The algorithm needs a bit of work, though, as they are still getting ganked by enemies coming up behind them.
- Unit idea: Knight Captain--upgrade of Knight. Will select appropriate units and have them work together synergistically to increase their effectiveness. Upgrading will allow larger squads with more types of units. Squads should try to evenly cover compass headings.
- Unit idea: Scout--upgrade of archer. Roams the edge of the map and indicates the number and composition of enemy forces coming from that direction, which increases the unit detection level in that direction. Levelling up gives better information. Has stealth skill to hide from overwhelming enemies. Shooting an enemy from behind is an automatic crit.
Cheers!
I agree that players should be allowed to decide for themselves when to open the shop without requiring a 'skill check'. The easiest way would be to A) notice when the player has captured the ball for three seconds, B) pop up a notice saying "Open shop? Hold paddle button." (or w/e) under the other paddle, and C) open the shop if the player flips the other paddle while the ball is captured.
Upon leaving the shop, the flipper--and, thus, the ball--should only be released when the button is released, even if the player isn't currently holding the button down. This will set the game back to the state it was in just before the player chose to enter the shop, without moving the game forward if the player isn't already holding the button down. (If a multiball event is occurring, also hold the other balls in place until the player releases the captured ball.)
That has a lot of 'Automate Defend Repeat' vibes and I'm down for it!
If you want to go a different direction from other games in this genre, older versions of 'Mechanica' offered node-based programming, which was pretty cool and gave players a lot of agency in exactly how their factory ran. (Here is an example. It is intended to minimize fuel usage when smelting ore.)
Cheers!
There is also the following issue:

That links to here: https://blog.chromium.org/2021/09/user-agent-reduction-origin-trial-and-dates.ht...
When I try to launch the game using the Itch launcher in linux (PopOS/Ubuntu 22.04), I only get a black screen. When I bring up the dev tools console using <CTRL-SHIFT-F12>, I get the following error messages:
========================================================= - Uncaught SyntaxError: Invalid or unexpected token - Temp Build.loader.js:1 Unable to parse Build/Temp Build.framework.js.gz! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header "Content-Encoding: gzip" present. Check browser Console and Devtools Network tab to debug. - DevTools failed to load source map: Could not load content for itch-cave://game.itch/app/bin/resources/app/dist/main/inject-game.bundle.js.map: HTTP error: status code 404, net::ERR_HTTP_RESPONSE_CODE_FAILURE
I'm launching it directly from the Itch Launcher, where it opens its own window. Trying to launch index.html in Edge/Firefox/Chrome/Opera GX/Thorium/etc. all gives the same error:
Error
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
SharedArrayBuffer - Check web server configuration (send correct headers)
Unfortunately, this game no longer works. I get the infamous 'The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)' error. Please read this so you can patch it: https://itch.io/t/2025776/experimental-sharedarraybuffer-support
Thank you.
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?
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!
- 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:
- 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.
- 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!
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############################################################################################
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 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.
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:
- More explanation of the automation would be welcome.
- Being able to tilt the conveyors to allow going up/down a level is vital.
- 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:
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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
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0x00007ff69503b0f6 MedievalTales.exe!UnknownFunction []
0x00007ff694e34b27 MedievalTales.exe!UnknownFunction []
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0x00007ff694b37b74 MedievalTales.exe!UnknownFunction []
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0x00007ff694b79291 MedievalTales.exe!UnknownFunction []
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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)
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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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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 SupportedNo worries! You can play it for free! https://www.kongregate.com/games/terra0nova/aground
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.
Great Update! Odd bug, though; some shapes mirror correctly, but some are just rotated 90 degrees.