Just a thing; nowadays macOS does not support x86. The x64 version should be the main (and probably the only) version
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Wow I had to leave the customizations behind because our VIP skins were created before the Jam. Probably going to branch the project so I can add features without disturbing the jam submission.
Heard from fellow jammers at LD44 that bug fixes are allowed post-submission. I pushed a patch today and, if I find any more bugs, I'll post here. Also do report bugs if you find any. Thank you!
- Fixed avatar jitter - found that the rotor had several issues that contributed to this. Going to ditch this rotor later because it's been repurposed and isn't the tool for the job. Still, not seeing much jitter at all.
- Nudge was granting HP with negative values. Fixed = v =
Sure! They're good ideas! Well actually I could add maps, but it was really hard to throw this in with the jam. As to having a start screen... : D
What you mean customization?
And thanks for all the help testing this one really needed some!
So I'm getting close to the LD44 submission. Hoping that this would help me find my way around last minute improvements, here's a list of what I'm thinking of fixing:
- atm although a last man standing game there is no display of remaining players count. Also being a 1 room game there should be a display of ghosts (already pk'd) and spectators (joined after match start) [DONE]
- For now we set the min player count to 2. I'd like to push this to 3-5 but then this compels me to add an option to manually start matches [DEFERRED]
- The camera is debatable. Thinking of switching to a more classic 3rd person camera (with commands to rotate and adjust distance ooh) as I'm expecting some erm, backlash over the current system [DID SWITCH TO A NEW CAMERA WITH TEXT BASED CONTROLS]
- Add a banner to make it super-clear when late joiners are enrolled as "spectators" as I expect nobody will figure it out (currently banner at the top, but on a roll with other messages) [DONE]
- Photon has a limit of 20 players (free plan) but this limit is not handled at all. So I guess the thing would just be unresponsive to the 21st player entering (not planning so much affluence, but mmh, who knows? [DEFERRED]
- Any kind of sound would help a silent game here [ADDED SFX AND AMBIANCE]
- It's possible to gain a lot of HPs in this game, so I think size should be proportional to HP [DONE]
- I've wanted the map to be prettier [ADDED BICOLOR TENTACLES AND WEIRD MOSS]
- Wanted to add single player content [DEFERRED]
- Add player's name (or initials) on the side of their avatar/drone [DONE; you see 3 letter names, or 2 letters + . for longer names]
Hey! Welcome to this thread. I'm Eelstork the author of TS2. At the moment here's a few things I'm planning to be working on:
- Apply rotation to the turtle shell
- Control the turtle's head and beak
- Add turtle soccer challenge (2p VS same comp)
- Add turtle sumo challenge (2p VS same comp)
- Add turtle tank escape challenge (1p story mode)
Sounds awesome ha! Don't hesitate to post your suggestions; note that you can support my work on Patreon, or check out my other games - making this stuff actually takes a huge amount of time. Thank you!
Currently, and possibly for a short time, my day job.
My first complete game (Antistar: Rising) found a little success on mobile (9 years ago, almost); thought I could make it, didn't turn out so good. Spent quite a few years licking my wounds; freelance gigs then a long string of... game unrelated coding gigs. Money was good, taught me lots, but passion is a thing and having the tiniest slivers of time to work on what I love isn't ideal so I decided to give it another try.
Some lessons I learned:
- Go for the long haul. Indie game dev is often done on small but indefinitely extensible "budgets". 3 years of thrashing and trying to kick stuff out of the door is silly (done it). 3 years of regular, focused part time work can put a lot of value in a game (getting there).
- Anything goes west, cut it short. I call this the "rabbit hole syndrome" where basically something (game feature, modeling work, design issue, third party software annoyance) starts taking a lot more time than expected. It's okay to do research or take up challenges, but heavy stuff should be done outside game project work.
- Stick to games I enjoy making. Although I might come up with 50 game designs in a week, most of these are stuff that I'm not going to stick to anyway so I just tune down on that. A so called "game idea" might fit a lot better as a small game feature in a serious project.
I'm currently remaking my very first game (in preparation of a sequel, and with a much wider range of target platforms) which may sound a little boring but, I get attached to my projects... doing stuff over again makes it a lot easier to learn and improve : )
I see. It's kind of weird, in my browser (Safari) I only gain focus after I expand the window, so that's why space wasn't working - scrolled me to the bottom of the page instead.
Didn't notice that with other web games, not sure...
Just a quick heads up to explain why I have to set a price for A Birdman Emulator, which I previously made free to share with fellow jammers. Right now I'm having a sale on the Apple App Store. It would make little sense to have a $1 sale while the same game is free on the desktop.
I have to say, the voting period for FFS jam is really long. So I got this seasonal thing coming up and, well, sooner or later I had to align prices to be fair to everybody.
Since I'm having a promo on mobile you can still get the Birdman Emulator half price on itch, or bundled with re:Antistar at a mystifying $2.14. Not really here to advertise though, not plugging a link.
Big thanks to everybody who played the game so far, and the 4 horsemen who went out of their apocalyptical ways to rate my jam entry.
Thanks for your attention!
Both your OS and Safari are out of date compared to mine.
The following would work in my opinion - and what I have in mind is that devs who are going to use Butler are not afraid of Terminal. So why use Safari in the first place?
- Provide a cut-and-paste command that would download (and if possible install) Butler.
- Provide a homebrew installer (I'm fixing a brew install for something right now so I might be able to help after I'm done and get a bit more familiar with this.
As a VN it doesn't fall into the trap of wandering around the point... well, not much at any rate. So, I enjoyed it so far and may play again.
Color scheme is good and drawings are expressive; I don't mind the graphics style but still think it needs a bit of work ideally. Keep in mind that once you lock yourself into such a genre, content is everything!
Overall this is quite fun to play although it took me a little while to figure the tiny UI buttons. I'm thinking of playing a little more which is the sign of something engaging. But I wonder, is there only one setting to explore/interact with?
A couple of problems I encountered (macOS)
- No sound, that's kind of sad.
- Refuses to quit, had to force-quite the app
In my opinion, the introductory talk is too long. I would have had more fun if I could interact much sooner.
Hello! Hello! Good morning, Good evening, Good day
...and Thank You very, very much for visiting this page.
A Birdman Emulator, the Beginning of Nowhere is a re-make of a surrealist exploration/platform game I created circa 2013.
The original was called "Game Degree Zero".
Still find it extremely hard to articulate what this game was about but I figure the idea was "just enough" of a game world that some players would find themselves compelled to follow a narrative structure (bring your own story) and strive to complete all the levels.
Clarification: this game has both a mobile and a desktop version (if you want the mobile, search "A Birdman Emulator" on iPhone/iPad), which is why you are seeing on-screen controls in the demos.
There was/is a whole sense of limbo/no-whereness that pervaded the thing and got carried over to the sequel. The here "Emulator" is a copycat, a look-alike, a memento and a fake (of my own original game) which celebrates (and exceeds) its predecessor.
How does it work? You visit mysterious environments (most stages have bizarre automata or easter eggs to discover) (these are, in fact, Archetypes), then, finding portals you zap inside the Transistor, a perilous labyrinth that will make you rage quit (the later levels, of course!) and possibly destroy your gaming PC (sorry, no refunds).
And this goes on until... no spoiler. Usually I charge a fee for this game but since I wanted to be inclusive for #FFSjam, it will be free until voting ends.
Below you will also find my final play-through of the original "Game Degree Zero" (the ending is different, of course). Many thanks if you read this much. Now - in case you really are after the iOS version, and penniless (or stingy, perchance?) the lowest you might get this (could be zero) will be on Valentine's, the 14th of February 2018.
Hello! Hello! And Goodbye! See you inside the Birdman Emulator.
You are still here? Then I will answer a couple of questions.
- Is it inspired from Slenderman? No. The faceless character is a by-product of the original, super simple design. It's also because the original character, PK, represented... ...you, the player. The suit came later. I forgot why but mostly because it just felt right.
- Is it inspired from the Birdman movie? Nay. I've seen it but, well. The name Birdman came up after I added the chicken legs.
- Did you add the chicken legs because of "Chicken attack"? I wish I did but no. This happened before Chicken Attack. The reason I added said chicken legs has something to do with how a tiny difference disqualifies a being from counting as human. At some level, I also acted on impulse, enjoying the specific power of being an evil fairy gifting its progeny with unwanted appendages.
Enough of this. Go play.
(C++ 14) + DOS = Oh Yeah : )
Seriously this is awesome at some level... although I'm not sure exactly what running this on my Mac will entail, and the install instructions do feel a bit curt.
This is a nice game in that although it starts from a very basic mechanic, it's well rounded with a sweet UI and some extra features/leveling up concept.
To keep me hooked it would have to play faster/harder or vary its graphics over time.
Okay so I tried this game and it's well polished and well presented. The only minor gripe I had is that I didn't even know what key to press to activate menu items. So I even had to fiddle to reach the help (but what really happened is I fiddled my way through guessing the controls, somehow).
I think you can get a pretty decent idea of what it does, and how it feels, by looking at the animated gifs : )
Of course it's worth a couple of bucks (like 1000000s of other nice indie games)
In my experience you will sell more on mobile than you would on itch. However the only thing that you are sure to get with anything commercial is pocket money, more so if you don't have marketing muscle. Hope you don't mind getting my opinion on this : )
There's a logic at work here. If you get free downloads in the 10s or 100s don't expect too many paying customers. Looking forward to playing your game as well.
I double checked and Safari (which I use to download) has zero extensions. This works:
- download (extension adds itself somehow)
- rename *.dms file (remove extension)
- chmod +x (this is required)
- run butler
So, the extension is added in error. Using Safari 11.0.3 over macOS Sierra (not the broken OS that's high on something) 10.12.6
I looked on and found this: https://forums.macrumors.com/threads/safari-erroneously-adding-dms-extension-to-...
It's "possible" that this is fixed in High Sierra (or a late regression on Sierra?) but I wasn't trying to be funny here; really had a bad bad time with that (the latest OS, not butler!) notably when combined with Unity.
Didn't stop me from using Butler overall but not a great experience : )
Thanks for your quick reply by the way.