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Denki

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A member registered Sep 14, 2016 · View creator page →

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Unfortunately not. We're not at a point that we can share anything just yet.

Thanks! Yeah this month has been the most exciting for me because we're finally able to take all the things we've been making for the last year and play a proper game. 

Oh, this isn't tedious. It's amazing fun!

Ah, I'm not really sure. I just make the game in Unity and it packages it up for me into the final game. You should probably do a search for how to pull apart a Unity game.

Yeah, unfortunately the old level files are incompatible with the new ones.

Yep, we hope to support all of those things after the next version comes out.

Great analysis! Yep, you're exactly right, the inner loop is overwriting the outer loop's counter. This is a known bug and will be fixed in the next release. Thanks

Yeah we have actually thought about this but decided against it. The thing that makes Autonauts unique is the use of bots. If you allow the connection of buildings either directly or via a conveyor it removes a large part that. Hope that makes sense :)

Nice solution! In the next version you can specify exact rectangular areas for all Find Nearest functions so hopefully it will make things like this a bit easier :)

Yep, they're stumps. At the moment they're purely decorative, to give a feeling of the effect the player is having on the landscape, and are automatically dug up when you dig on the tile. We had a notion to grow mushrooms on them but that was dropped.

Hi, yeah sorry about that :( That's actually a known bug and will be fixed in the next version. Thanks

Back in November we stopped doing weekly builds because we found downloads had dropped right off. At this point we realised we needed to make the game significantly better and relaunch it to reach a new, bigger audience. That's why we've not released anything for so long. Once the new version comes out (and it won't until we're happy we've made the game significantly better) we'll continue to do monthly builds. As for not caring about our fans' thoughts, we've had an open forum for ideas and opinions on both Itch and Discord since the day we launched. We take feedback very seriously and are always appreciative. Unfortunately, given we're a 2 man team, progress is slower than everyone would like. We try to keep everyone up to date with what we're doing at least once a month but sometimes we just don't have time because there's too much to do. You'll just need to be patient :D

Nothing solid, but we're in the conversations with a few publishers at the moment.

Good idea! Thanks :)

No, sorry. We don't have any release date yet

When you teach a bot "Find Nearest" his zone while be where you were standing when you taught it. It doesn't matter if you move the bot somewhere else. If you want to change his zone you need to reteach it. And yes, I think there is also the visual bug you spoke of. 

The next version will allow you to edit each zone which is much easier. Areas will be rectangular instead of circular so it's much better for creating useful spaces.

Bots are added/removed to groups by dragging and dropping.

The "2 people" icon is for creating a new group. The "3 lines" was used for editing the settings of a group but that's now been removed in favour of a more immediate method. The "+" and "-" will expand and collapse all groups. The down arrow just sorts in reverse order. We're not sure if we'll keep that, it was left over from the old bot list.

Each group has an icon which shows if all bots are working correctly or if any have any problems. Green = "all good", Orange = "low energy" and Red = "no energy" or "broken tool". The icon to the right is a "-" and will collapse the group. 

Hope that helps :D

Good questions. I hope this will answer it  :)

https://denki.itch.io/autonauts/devlog/48048/autogroup-hug

Once it goes to Steam. Really it's our way of saying thank you to all the people who donated a large amount to us in the past. But of course the rule still applies to future donations :)

He'll just ignore it and look for a bot that can take it :)

We've added some new pictures to the comments that should help explain what's going on :)

We've added some new pictures to the comments that should help :)

(1 edit)

This is the passing action we added a while back. If you RMB close enough to a Bot indicated by your selector, you throw whatever you're holding to it and it catches it - or it throws what it's holding to you.


Here's one way to teach Bots how to throw to each other. The Bot on the left has been shown to find the nearest Bot in an area and 'add' to it (in this instance, the search area is a single cell, to guarantee which Bot is the target). It's as simple as that. You can build up silly sequences with Bots throwing things to each other now :D

I agree :)

We're considering publishers that share our view as to how Autonauts should be developed and released. We're in conversation with a few right now but I can't really say who at the moment.

Did you have any in mind?

When you cut a tree you will get a log and sometimes tree seeds which you can replant. I'm not sure what you mean by "sapling".

I presume the "bot making other bots" tries to catch the "learning one" because it wants to pick up the new one it just made and put it into bot storage?

If that's the case you can make sure the bot storage is outside of the "bot maker" search range.  To do this you can either move the bot storage far away or use a Beacon to adjust the bot maker's search range size. If you've not used Beacons before, create one at the bot maker and place it at the center of where you want the bot maker to search. Then go into teach mode for the bot maker and click on the round icon on the right of the Find Nearest instruction. This will allow you to select the Beacon you just made. Now all searching will be restricted to the range of that Beacon. If you want to adjust the range for the Beacon just pick it up and press Z.

Oh I see. You mentioned your phone so I thought you were trying to run it on that. On a PC you need to unzip the download first. Right click on the file you downloaded and select Extract All. This will create a new folder which will contain the game.

Alternatively you can install the official Itch app from here which will manage all of your Itch downloads (like Steam) https://itch.io/app

I'm not sure what you're asking. Let you know how to what?

Our office is in Scotland.

Sorry, this game doesn't work on mobile phones :(

Thanks! We're not sure yet but probably somewhere in the range of £10 to £15

Uh oh!

So did this just start happening while you were playing or after you loaded a save game up? Would you be able to send me your save file please? If you don't know how, I can help

Yes the workbenches are making Mk1 bot parts.

Mk2 parts will probably be made on a different machine. I'm not sure what will unlock them yet :)

At this stage that seems unlikely. But never say never :)

On the left are 3 crude bench saws.

Yes, in front of the saw is a basic workbench.

Yes we wanted the worker assembler to have a more basic, functional look. We'll probably introduce and more advanced assembler later on.

All of the bots you see are the same type, that is to say they're all made of Mk1 Drives, Mk1 Frames and Mk1 heads. There's no concept of crude bots any more. The assembler isn't set any more to what bot type you want. It just creates a bot out of what ever parts you put in. So the icon you see on the assembler is kind of redundant.

Thanks

This automated Bot Workshop earned another badge and unlocked a bonus blueprint for a Bot head variant.

No problem. Thanks.

At the moment the rectangle is a place holder button which, when clicked, allows you to edit the search area for that instruction (each Find Nearest instruction now has one of these). And yes, we'll also allow this to reference a Beacon.

You can use them to water flowers in pots :)