you know what is the funniest thing? I didn't even struggle with the "triggers and effects" part of the game. I made a massive system that handled all of those with online support. the project failed because I couldn't render those correctly.
Dimanari
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well, now with brushes and some basic UI, it can actually be helpful for my level editor.

I still need to make a tile placer for a map editor so I can render maps properly, then layer this ON TOP of the map for it to do what I want it to do.
but as they say, baby steps.
I still didn't implement a selector or a number input button as components(those here are actually using direct inputs instead of having their own update and input logics).
I'm back to itch after a prolonged hiatus from making stuff that I can actually show.
I was working on my game engine for years, and basically all of my projects on the site use it as their base.
I reworked the codebase for it and it now allows me a lot more freedom and is a lot easier to work with now.
I started testing the engine with a Chip-8 emulator:

a lot of work in game engines goes into making UI easy to work with and I learned that the hard way.
next stage was being able to manage map editing, so the thing I'm working on now is some paint alternative that works in-engine:

making the cursor and other elements should be a good start after this base implementation. and from there making the map editor.
I know I did abandon my card game(technical debt killed it), and I'm sad that I couldn't deliver on it, but
- card games are a nightmare to implement.
- I do apologise to the 2 people who actually heard about the game.
- I will come back to it when I have better engine support for card games(fully data-oriented, unlimited cards are NOT an easy thing to implement) and that game SHOULD be possible eventually, just not now.
- I always planned to start small, and card games are not small.
so, what AM I making? the map editor will be used for a tower defence game. just static routes, static tower placements, start with static towers. just a simple puzzle with cost+cd based towers that I can easily implement, working up from there.
why am I starting with a map editor and not a demo level? because I want to have something that can be used for more than just this 1 game when I'm done, and a basic map editor is a way to do that.
after making something to place tiles and a hint layer(the reason I'm making paint in my engine) I'll make a simple level for the demo, then using code I already have from helping a friend with their TD game(will need to re-implement "walk along path" inside my engine because his game was in godot) and from there the demo will be uploaded.
no plans for what comes after the demo. maybe everyone will hate it, maybe no one will care. I don't know but if it is interesting for people I hope to make something that people will love. no game screenshots yet, and a lot of software gore is awaiting in future updates before the first shots of gameplay are presented and the first shots from the towers are fired.
I do have a fun twist for the game, but lets see that I am capable of making a basic game before I go on a rampage again.
I made a video analysis of the rules of chess in the context of coding, so I had this crappy base for a chess engine.
https://dimanari.itch.io/console-chess
it's easy to beat, and the difficulty scales up to a medium level, it's deceptively easy to lose against in the higher difficulties, and the highest one is only for patient people with speedy computers as it's extremely unoptimized(include a few warnings about the time it takes per move).
all-in-all it's a lightweight easy chess game, a version with graphics might come in the future but that is all I have currently.
you can reuse any and all of the back-end functionality you want "Any templates, plug-ins and/or pre-builds will not count in the originality department" meaning that code used for handling in-game stats, physics or base AI would not really affect your score anyway because no one gives "originality points" for making a ball bounce or an enemy to walk in a straight line towards a target while avoiding obstacles.
but the front end: sprites, game mechanics, story, and so on - should be made during the jam or lose originality points.
might DQ if there is a massive abuse of that rule, but in most cases using sprites from the asset store or copying the plot of a book shouldn't be that bad as long as you give credit and take the point loss.
I wish that Jam hosts would acknowledge this fact a bit more.
regarding "You may not post any links when commenting and you may not post a comment for the sake of self-promotion."
my game engine requires players to have VCredist and DirectX installed on their computer(a directX based game Engine).
I had issues before of players not having those things and saying the game doesn't work even when I link them in the download instructions and game description and explain this specifically.
is it ok to link those sites on comments?(as this is not self promotion, a link to Microsoft's VCRedist and a link to the latest DirectX downloads)
I put this game together in the last 9 days of the jam(while working on some IRL contract job), I simply had no time to add an actual tutorial to the game, I will be working on it, but not in the next couple of days.
additionally, I scaled up the resolution in the last second so some things had been screwed up in the process.
the controls were written in the customization screen with everything else(how to use the modules were described for each module's selection) and I forgot to set the color of the player to something static but it's distinct to the player by having a higher Red value than every other unit.
the random color is because that every type of enemy used to have a distinct color and the player was a variation of that color based on the module selection, I scrapped this idea after I added the module indicators when introducing the Adaptive units.
the camera is focused on the player, all it takes to notice that is to move a bit away from the edge because the camera will not go off screen to center on it(this way it's easier to see the threats when you are stuck on the edge).
now after scaling up the resolution I can add some way to show how each module looks on the unit in the customization screen, and setting the Player's color will be easy after I decide which color.
also, I was planning to add custom key bindings in the next update anyway.
the arrow is pointing relative to the boat instead of the viewing direction, and is a bit confusing to look at with no edges(which way is forward...) I would Either put it on the minimap as a 2D arrow(I'm making exclusively 2D content... cause I suck at 3D) or make it change relatively to the viewing direction.
in both cases it should have an easy way to differentiate forward from backward.
you are apparently missing the "Microsoft Visual C++ 2015-2019 Redistributable"
the game was made in visual studio so the VC++ redist are required to open the game
from the installation guide: "if there are issues with missing DLLs it's due to missing the Visual C redist or DirectX, hopefully shouldn't happen in most computers."
I am starting out here in itch.io and I'm looking for feedback,
I will attempt to make out(to my ability) any request directed at me(withing reason - I am new to this)
I made some text based things but due to lack of interest from the person I used as QA the development froze.
so - here is a barebone platform game I'm currently working on. no enemies or anything but there are obstacles, the game uses a tiles system to load the maps and can load a map of up to 4kb for now. there is a view centering on the player if the map reach outside the window's bounds and a default map is loaded in the case of an error.

https://dimanari.itch.io/platform-game-demo
I really hope someone will like this.






