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freds72

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A member registered Jul 28, 2018 · View creator page →

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thanks - sitting at the top would be a normal thing to do for a mountain game ;)

can you elaborate?

the game was made using pico8...

I don't have a Mac so little I can do.

Did you download the correct zip file?

(1 edit)

thanks - note that art & design is the work of: https://paranoidcactus.itch.io/

thanks - not yet finished though!

thanks- and that’s possibly the plan 😜

thanks - fixing rough edges and adding missing features, stay tuned!

done

move on to the next levels - about 1 new weapon per level to find

done

done

Thanks! note that it's not a snow boarding game but a skiing game :)

indeed - the spotlight doesn’t produce something pleasing.

is fog dithering aligned with ground dithering? not obvious in gif.

no native Android version - sorry.

good point - never published :/

will do that soon!

Excellent!

Game difficulty is spot on, good use of credits to keep going.

no - download the binaries for your platform.

thanks

absolutely not - the game relies heavily on a type of multicart that is not compatible with bbs.

??

see ‘standalone instructions’ on main page

multiple reports of game working ok

thanks - hope some info could be useful for your next games!

x or c keys (or a/b on paddle)

a link to the source code will do - many games are using minification to get under limits.

nice write up!

not sure to understand why the speak08 version is only for itch - if you were able to export the html, the png version will equally work.

thanks - tried to be smart on what to cut down!

Good take on the vampire style!

Got a crash after 20mins (??) play:

Uncaught RuntimeError: memory access out of bounds
    at Scripting::GetCachedPtrFromScriptingWrapper(ScriptingObjectPtr) (webgl-release.wasm.gz:0x371dc3d)
    at Scripting::GetInstanceIDFor_NoThreadCheck(ScriptingObjectPtr) (webgl-release.wasm.gz:0x372aa69)
    at void Transfer_UnityEngineObject<RemapPPtrTransfer, false>(SerializationCommandArguments const&, RuntimeSerializationCommandInfo&) (webgl-release.wasm.gz:0x2dc868a)
    at void RemapPPtrTransfer::TransferSTLStyleArray<ArrayOfManagedObjectsTransferer>(ArrayOfManagedObjectsTransferer&, TransferMetaFlags) (webgl-release.wasm.gz:0x2dc9062)
    at void Transfer_ManagedObject<RemapPPtrTransfer, true>(SerializationCommandArguments const&, RuntimeSerializationCommandInfo&) (webgl-release.wasm.gz:0x2dc87f5)
    at void TransferField_LinearCollection<RemapPPtrTransfer>(SerializationCommandArguments const&, RuntimeSerializationCommandInfo&) (webgl-release.wasm.gz:0x2dc81d9)
    at void Transfer_ManagedObject<RemapPPtrTransfer, false>(SerializationCommandArguments const&, RuntimeSerializationCommandInfo&) (webgl-release.wasm.gz:0x2dc89aa)
    at void Transfer_ManagedObject<RemapPPtrTransfer, false>(SerializationCommandArguments const&, RuntimeSerializationCommandInfo&) (webgl-release.wasm.gz:0x2dc89aa)
    at void RemapPPtrTransfer::TransferSTLStyleArray<ArrayOfManagedObjectsTransferer>(ArrayOfManagedObjectsTransferer&, TransferMetaFlags) (webgl-release.wasm.gz:0x2dc9062)
    at void Transfer_ManagedObject<RemapPPtrTransfer, true>(SerializationCommandArguments const&, RuntimeSerializationCommandInfo&) (webgl-release.wasm.gz:0x2dc87f5)
    at void TransferField_LinearCollection<RemapPPtrTransfer>(SerializationCommandArguments const&, RuntimeSerializationCommandInfo&) (webgl-release.wasm.gz:0x2dc81d9)
    at void TransferScriptingObject<RemapPPtrTransfer>(RemapPPtrTransfer&, ScriptingObjectPtr, ScriptingClassPtr, SerializationCache::Data*&) (webgl-release.wasm.gz:0x2db4828)
    at SerializableManagedRefTransfer::Transfer(Object*, SerializableManagedRef&, RemapPPtrTransfer&, bool) (webgl-release.wasm.gz:0x2ddb81d)
    at MonoBehaviour::VirtualRedirectTransfer(RemapPPtrTransfer&) (webgl-release.wasm.gz:0x2d98cad)
    at CloneObjectImpl(Object*, Transform*, vector_map<int, int, std::__2::less<int>, stl_allocator<std::__2::pair<int, int>, (MemLabelIdentifier)1, 16> >&) (webgl-release.wasm.gz:0x371b4f4)
    at Object_CUSTOM_Internal_CloneSingleWithParent(Il2CppObject*, Il2CppObject*, unsigned char) (webgl-release.wasm.gz:0x37629f2)
    at Object_Instantiate_m99F2A72EF6BFE09E6CF4FCF6207C5BCFAD1D76CF (webgl-release.wasm.gz:0x2285220)
    at Object_Instantiate_TisRuntimeObject_mDC5AD8BD13FE50E98B67B956C048367F4E8C6F94_gshared (webgl-release.wasm.gz:0x24e200b)
    at Object_Instantiate_TisRuntimeObject_m75BF3B0A3747B60491845FA41612FE7F795F0A59_gshared (webgl-release.wasm.gz:0x24e1fc3)
    at UIGunStatDisplay_CreateWidget_mE7495F7A6F30F10671B5B2FC106C4DF2218A2E01 (webgl-release.wasm.gz:0x850214)
    at dynCall_viiii (webgl-release.wasm.gz:0x382eaae)
    at invoke_viiii (webgl-release.framework.js.gz:10:436937)
    at UIGunStatDisplay_Setup_mADC5B6DD84011D45943B4933F3AABE9D76D24A63 (webgl-release.wasm.gz:0x85002e)
    at UIGunUpgradeScreen_UpdateStatDisplay_m09AC1100060B73D12A922D955BB5227891145671 (webgl-release.wasm.gz:0x853506)
    at UIGunUpgradeScreen_WhenSelectAnUpgrade_m85AFB0ADA73F923B73FB0F56A962CE16A201F097 (webgl-release.wasm.gz:0x853bea)
    at UIGunUpgradeWidget_WhenSelect_m7E0A7BBA4C6CC38429956F8A8B55031F07A7A1BC (webgl-release.wasm.gz:0x855ee0)
    at InvokableCall_1_Invoke_m3850751D31E5449E3DEF5CD7FFF2D61DCA5C5790_gshared (webgl-release.wasm.gz:0x141415c)
    at UnityEvent_1_Invoke_m6CDC8B0639CE8935E2E13D10B2C8E500968130B6_gshared (webgl-release.wasm.gz:0x143223f)
    at EventTrigger_Execute_m8F637065284AB93B0D2C1090C63830AFD9CE25BE (webgl-release.wasm.gz:0x198bc6d)
    at EventTrigger_OnSelect_m191AD9E9C686FABEEF036AAC0D89F27D7BACC8E4 (webgl-release.wasm.gz:0x198bcf7)
    at ExecuteEvents_Execute_mBDDBAF4DEB956C013CD19E514088B6AC086783B2 (webgl-release.wasm.gz:0x198ca0c)
    at KeyGeneratedEventHandler_Invoke_mD73F8C7BC0305037EC520C3F4AF3DE74E5481DDA_OpenStatic(KeyGeneratedEventHandler_t5EDD824AAD4D47A4C32E693596793AB83DB84107*, Il2CppObject*, EventArgs_t37273F03EAC87217701DD431B190FBD84AD7C377*, MethodInfo const*) (webgl-release.wasm.gz:0x2126f7)
    at dynCall_viiii (webgl-release.wasm.gz:0x382eaae)
    at invoke_viiii (webgl-release.framework.js.gz:10:436937)
    at ExecuteEvents_Execute_TisRuntimeObject_mDC4455B743BE4A6BA46DD741D0E0AB150FF1209A_gshared (webgl-release.wasm.gz:0x20172d9)
    at EventSystem_SetSelectedGameObject_m9675415B7B3FE13B35E2CCB220F0C8AF04ECA173 (webgl-release.wasm.gz:0x1985242)
    at Selectable_OnPointerDown_m4425D3C7641AAD2430A7E666F35047E2F3B623D3 (webgl-release.wasm.gz:0x19b0c10)
    at ExecuteEvents_Execute_m36FF8B992CDB75A825077B7A52AA7BE72318B37F (webgl-release.wasm.gz:0x198c19c)
    at KeyGeneratedEventHandler_Invoke_mD73F8C7BC0305037EC520C3F4AF3DE74E5481DDA_OpenStatic(KeyGeneratedEventHandler_t5EDD824AAD4D47A4C32E693596793AB83DB84107*, Il2CppObject*, EventArgs_t37273F03EAC87217701DD431B190FBD84AD7C377*, MethodInfo const*) (webgl-release.wasm.gz:0x2126f7)
    at dynCall_viiii (webgl-release.wasm.gz:0x382eaae)
    at invoke_viiii (webgl-release.framework.js.gz:10:436937)
    at ExecuteEvents_Execute_TisRuntimeObject_mDC4455B743BE4A6BA46DD741D0E0AB150FF1209A_gshared (webgl-release.wasm.gz:0x20172d9)
    at ExecuteEvents_ExecuteHierarchy_TisRuntimeObject_m47C22A77611C31042CA566EE345A4A1017A40A65_gshared (webgl-release.wasm.gz:0x2017b30)
    at InputSystemUIInputModule_ProcessPointerButton_m68284C737796E80096AD8EAD1E0C687577131FE6 (webgl-release.wasm.gz:0xa0695c)
    at InputSystemUIInputModule_ProcessPointer_mD889935190247CE78A8FE68ACA10CDD1C3B43E5D (webgl-release.wasm.gz:0xa05e9f)
    at InputSystemUIInputModule_Process_mD46ECAA34DE552BF7178B12774FDF80ED24FB980 (webgl-release.wasm.gz:0xa0ba29)
    at EventSystem_Update_m9D0AC1A7236F0DA1CCA0A8FFE0D8D33D960D433C (webgl-release.wasm.gz:0x198b7e2)
    at RuntimeInvoker_TrueVoid_t4861ACF8F4594C3437BB48B6E56783494B843915(void (*)(), MethodInfo const*, void*, void**, void*) (webgl-release.wasm.gz:0x2c28f46)
    at il2cpp::vm::Runtime::InvokeWithThrow(MethodInfo const*, void*, void**) (webgl-release.wasm.gz:0x2c73a8c)
    at dynCall_iiii (webgl-release.wasm.gz:0x382ea3c)

thanks - and it’s not a gbc ‘filter’, the underlying game engine is limited to 128x128 (and yeah, full screen is a bit too much).

latest 1.2 is a bit more forgiving - try again?

thanks - takes a bit of time tho 😜

thanks!

thanks - ironing out some gameplay aspects!

sure - will be there soon

note that game is already on Splore

walk slowly :)

WASD doesn’t work on non-Us/non-UK keyboards, the engine I am using favors portability for a modest shift of habits.

install? there is no install, only a compressed archive that you need to store on your hard drive.

can you post an error screenshot or logs?

can you share the error message?

to do WASD with Q and E to turn.

no no! I am on french keyboard, so unless you used stat(28) that’s going to break the game for many players.

Well done! Controls are a bit awkwards but it works.

Minor gripe: some input buffer for the move could be nice.

avoid running around - kill squids (skulls spawns points) as soon as possible - use the shotgun

(and I am not a pro-player by no means!)