No, I haven’t, but that would be fun. I’d rather Cherno try compiling it with Emscripten though and making it a browser game. :D
I can make a pull request if he’d approve it, but I don’t think he checks his GitHub repo.
Absolutely awful. Apple should refund the money to all buyers or send your team the money instead.
Their actions (or lack of action) has cost your team money and time and has affected your business, as well as many others I’m sure.
It’s crazy to think that game developers making free games now need to start paying for trademarks, per their suggestion.
Someone should send this to Thor @ Pirate Software to get this more publicity.
Thanks for playing & commenting! Yes, the “B” key is by design. Just press “B” again or Backspace to go back. You can read more about it in my devlog Boss Key. It also acts as a pause screen.
The input sensitivity might be a little higher in Web browsers compared to the desktop app. It also depends on the map. Each map has a different turn/walk speed. The “Tank” map is the slowest one. I’ll consider lowering the map speeds for the next version. Thanks!
Thanks very much! Yes, maybe I could just have the player move all pieces in a different variation of this. I was trying to lean into the “you are the weapon” theme so that you are a “weapon” on a team with an AI captain.
Having the pieces also move differently is a great idea! Maybe I can do something like that in the future. Originally, I also wanted each piece to have a different “special attack,” but didn’t have time to implement it.
https://esotericpig.itch.io/weepawn
Chess meets real-time 2D combat! Play for free in browser.
Note: there might be some small bugs since it was made quickly for a Game Jam.
“Pawns” have the same moves as Kings so that you never get stuck.
You start off as a Pawn. You make a move; then your “Captain” (same team) makes a move; and then your Opponent makes a move.
Rules for Battle:
If you win/lose the battle, then the appropriate piece takes the square. If you win, your Pawn is also promoted.
During battle, each piece has slightly different attacks.
Can you promote your Wee Pawn to a Queen? Can you defeat the enemy King?
Enjoy!
Sorry, that must be a bug! I made it very quickly, so still have some bugs haha. If I have time in the future, I’ll try to fix it, but not fixable at the moment since updates are disabled while the Game Jam voting is occurring.
Thank you very much for playing! If you enjoyed it and would like to play it again in future, I can try to make any suggestions/fixes for next release. :)
Thanks very much! Yes, I agree that SFX & animations would make it a lot more enjoyable!
Yes, you technically beat the game. However, that is probably a bug, as it’s supposed to show when you defeated the king haha. For some reason, I have some small bugs that occur in battle that I couldn’t fix. I think it’s due to manually making some physics calculations in the battle (in Godot, I need to switch to using RigidBody2D instead of CharacterBody2D), which causes a piece to disappear but not be reported as dead – the king piece is probably just outside of the world.
Unrelated, on the chess board, I also had some bug once where the enemy rook went through my pawn to attack another piece. I’ve never been able to recreate it again though.
Thanks very much! Yes, the rules are a bit complicated. I made all “pawns” move like “kings” because that was easier to program (no double move on first move, no en passant, no diagonal attack). And since the player starts out as a pawn, it also means you never get stuck (a true pawn could get stuck facing a piece without a move).
If I revisit the game in the future, maybe I’ll implement the pawn moves, and if you get stuck, then just no move for you haha, as your Captain will make a move anyway.
Okay thanks very much! I was just worried too because the only option is downloadable or html5, not both. So I’ll just choose html5 then, and it’ll work.
I guess when I first make a push using butler it will be downloadable. Then I have to change it manually for the build.
I might make a temporary, not released page to test first I guess. Then just delete it.
I had this issue today while working in an AWS remote desktop. I solved it by closing the itch app and then doing the captcha in my web browser when logging into itch.io. You still get a bunch, but eventually broke the infinite loop for me.
Then when I went back to the itch app it worked without having to do a captcha.
In my itch manifest, I used platform =
(following this guide) for all of my play
actions. For whatever reason, this caused my Linux one to always try to use the Windows one and open MyGame.exe
.
I also ran butler validate
on the .itch.toml and directory and always validated successfully.
Anyway, I decided to never use platform
and just modify the .itch.toml to create the correct paths per platform build.
My uname -a
comes back as Linux
and GNU/Linux
, so not sure what the problem is with it. I’m using Pop!_OS, so it’s possible that the itch app is only checking for Ubuntu/Fedora or something like that and not derivatives.
I went through the official Godot tutorial already, but then I started to make my own game and realized I basically don’t know anything from that tutorial haha.
GDScript is fine, no problem with that. It’s just the whole process of making a proper menu, proper game & enemies, etc. The official tutorial doesn’t really teach enough I think.
I’m mostly interested in 2D games, but 2.5D (think YouTube games) would be quite fun as well.
Any good YouTube tutorials to watch or whatever?
Thanks very much!
For butler push, you could try increasing the timeout in seconds to something crazy:
butler push --context-timeout=1000
If you use butler push –verbose, it actually looks like itch/butler uses some Google backend URLs, so probably not possible to fix. They would need to use some other service for Chinese users. VPN might be the only way for now.