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Desttinghim

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A member registered Dec 30, 2014 · View creator page →

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Thanks! Keep up the good work :)

Could you add the box art from you creator page to the downloads? I am playing your games on a device with emulation station and the box art would make the games look nicer :)

Sorry, this is a bit late, but thanks for the comment! I’m glad you enjoyed the game :)

I haven’t completed the game yet but holy cow I love your music. The story (that I’ve gotten to) is well written as well. I definitely plan to spend more time playing the game and trying to beat Carl. Poor Carl :(

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The game is a little fast for me as well, but the concept is good and the art is very well made.

That was it! I found I wanted to keep working on the UI library instead of adding content to the game, so that’s what I did instead of getting it finished.

That’s all there was, sorry! I had time at the end that I could have used to add content, but I found I just wanted to keep working on the UI library behind it. At some point I’ll probably come back to this though.

Sweet! There’s not much there, but at least it’s running :)

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:( Darn. I’m going to need to look into that. EDIT: I found an option for bundling libspeex with the executable. I’ve uploaded a new file with this change. Can you let me know if that worked?

Thanks for the feedback! I’ve made interaction with wires/switches easier since the jam ended so this won’t be as big of a problem in the future.

Oh cool! I actually kept playing past the winner screen, but only long enough to confirm that I wasn’t going to find more layer names. Definitely didn’t make it to the “killscreen” haha XD. Does the teleport tool move you to the mouse location? I played on my RG351M so it always sent me to the center of the screen.

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I really dig this game :P No really, this game is great. I’m really impressed with how much details you packed into one screen. The digging and building mechanics are great. I meant to go to bed soon but stayed up playing this instead! Is “Winner?!” the final stage?

I’d love to see more of this game. One thing I think would make the game easier to understand in the first bit is some sort of guidebook that can be selected from the tool menu and describes how each tool works, what they require, and so on. Wormie was great but I found myself going “What did he say again?” quite often.

I just add to the new position each frame (though I cap the velocity). This has the same result as manipulating the velocity but allows me to decouple velocity components and gravity components, though admittedly I didnt make use of this.

I came up with the idea for a game involving messing with circuits a couple weeks back, so I searched for rope physics. I found this post and a couple others talking about Verlet integration. The basic gist is that Verlet integration stores only the current position and the previous position and calculates velocity from that, as opposed to Euler integration which uses a stored position and velocity. This has a number of benefits including more accuracy, stability, and simpler constraint code. It’s apparently used in ragdoll physics.

In any case, the wires are just an array of points using Verlet integration, constrained to have a certain distance, and colliding against the terrain (I just use 1x1 AABBs to represent each point). If you want to know more details the code is up on github (the relevant details are in src/main.zig), though the code is fairly messy: https://github.com/desttinghim/wired

Thank you! I spent some time before the jam fighting with collision resolution code in a game for TIC-80, and I used the algorithm from there with a couple of tweaks. Here’s the repo for that game (the README list some of the resources I went through): https://github.com/desttinghim/tic80platformer

The most useful resource for me in the end was https://jonathanwhiting.com/tutorial/collision/

Can you expand on this? I agree that the controls are too picky about positioning, but I’m wondering if there was anything else.

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That was a lot of fun! Maybe I shouldn’t have played this late at night, I’m a little bit spooked now. I’m impressed with how polished the game is :)

This is pretty good! I think the hitbox for the player could be a bit more forgiving (maybe 6 wide instead of 8) but the collision resolution is solid! Letting the player look up and down with the arrow keys would be a nice addition too: I fell on so many spikes I couldn’t see when I jumped.

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I really like the concept of this game! An incremental game with more action than a regular incremental game really appeals to me. However, the platforming is really rough. Far too brutal for an incremental game - when I’m playing an incremental game, I want to be relaxed, not frustrated. I couldn’t get to any of the parts that required you to jump around ledges. I think a bit of challenge is warranted, but the way the game is now I blame it for my failures to progress more than myself.

Don’t let that you discourage you though! Like I said, I really love the concept, and I’d happily play a tweaked version that’s a little easier to play :)

Oh, thanks for the vote of confidence! I didn’t base it on anything in particular. I had the idea for a puzzle platformer with elements of electronics a few weeks ago when I was messing around with WASM4 and TIC80 (might have to do with my previous job assembling electronics).

You are stuck at the end of the game 😛 there are only 6 coins, yeah. I’m glad you enjoyed pulling around the cables. I’ve definitely had other people mentioning the controls being finicky so I plan to make it work better. I’ve already started on adding more to the game, definitely expect a post jam release with more content and smoother controls.

I downloaded this game through SideQuest and really enjoyed it! Looking forward to seeing how this develops.

Hmm. I'll have to restart then.

Can you get stuff back from Angus once you have given something to him?

You can, but it's very difficult! XD

I was running out of time at the end, and when I implemented health I made it so that killing enemies also boosted your health one. To die, you have to let yourself get hit 3 times without hitting an enemy with a bullet. With auto firing, it's very difficult.

Thanks for playing my game! It's not complete at all, but I had fun making it.

From what I've seen, it's just the resolution and colors that matter.

*High Fives*

I will probably be using Haxe and Kha with a touch of my own engine code.

Well... that's a really good point. So far it feels like I'm making really good progress though. We'll see if it's in a usable state by the time the Jam rolls around :)

I am using Haxe and Kha to make this engine, and so I'm using hscript ( a more limited version of Haxe ) for my IDE. This is mostly out of convenience. If I decide to keep working on this I may switch to a different language.

I have just uploaded my current progress to Github. There's still a lot of work that needs to be done.

https://github.com/desttinghim/GBEngine

Yeah, it probably won't be out there that soon. But I'm having fun making it, and I've made better progress than I would have expected.

I'm currently trying to make something similar to the pico 8, but with gameboy limitations, for the jam. Would this be in the spirit of the jam?