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Gamepopper

29
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A member registered 4 years ago · View creator page β†’

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This was really fun!

Superb graphics, the dithering is top notch and lots of good animations!

Dark and crude. Good job.

Shaders look really good!

Very solid platformer, I love the functionality of the platforms, and how they move in particularly fun patterns.

Great game, love fast paces shooters like these!

Very cute!

It has some good mechanics and some nice music but it feels like it needs some more polish and animations. In particular I'd suggest either adding some frames before the charged attack of the wolf preparing to swing or remove the delay from the charge. I'd also suggest having the camera pan towards the exit before showing it open, as jumping straight to the exit looked a bit jarring and left me unsure of where it was.

I like the Ice Climber feel of it, and the music has a adorable charm to it.

The POV can be a bit disorienting, but I love the Galaxy style gravity mechanic being used.

Beautiful graphics, and I love the split graphics. Would make a cool gameboy link-cable style game.

Looks nice, although the controls are a bit confusing since I couldn't find the start button, nor could attack unless my mouse was pointing at an object.

Fun game! Love the boss!

Definitely looks ominous.

Love the graphics, particularly the characters and the title screen.

Haha, I love how the game over is essentially the game corrupting itself. Brilliant effect!

Really clever idea for a loading screen game. Very solid physics. Great stuff!

Fun idea, like the idea of a Sworderang, should be up with Sword-chucks for coolest sword weapon combinations! :P

Neat little idea for a loading screen. Would be nice if there was some game attached to it though.

Love the puzzle combination here. Bit quick at first though.

The Ludum Dare 38 entry littleBLASTplanet is now playable on itch.io. This small world run 'n gun has you defending yourself from rockets and robots, how long can you last?

https://gamepopper.itch.io/littleblastplanet

The only walls that should make you slide up are the walls on the far left and right sides, guess I should give them an arrow to make them distinguishing.

Nice dungeon generator!

Did have the occasional bug where walking over a torch doesn't collect it, and you are only able to collect it after getting another torch.

Sorry you had issues with the game, just made an update, so now space also restarts the game, I've also added camera lerp so the camera shouldn't jump around as much.

Posted in EXIT comments

Brilliant game, really like the puzzles, although I got stuck on 32 92 43 81 room.

Posted in Suggestions

First of all, brilliant tool. Even in the early stage it looks clean and provided great output. Some suggestions on what to add:

  1. An offline guide, preferably included with the tool: It took me a while to find the tutorial on how to use it, and I was confused with what to do. I assumed there was a PDF or textfile with basic instructions but there weren't any. Not even the tool itself provided much in the help button.
  2. Ability to navigate around the board: Some of the presents go slightly offscreen, so it doesn't help that there isn't a way for me to drag the entire node board to that area. Maybe click-n-drag on the grid so you can move the whole grid around?
  3. Clearer Export Options: I personally don't like clicking the texture itself to export it, especially since placing your mouse over it doesn't show a message in the top-left to say "Export Texture" (although not everything you mouse-over has a message so I can assume that it's gonna be added later?). What I'd prefer is a button in the same place as saving and loading a file to export a texture, with a menu that provides options like which texture, what file format ect...
  4. AutoTiling Export? Just to suggest an actual feature, maybe allow some basic autotiling export functionality.

Those are some of my suggestions, apologies if any of these have already been mentioned.

Who didn't play Spyro as a kid? :P

Hey, I'm Tim. I'm a games programmer from the UK who's been making games since A-Levels, heck I even did a University degree in Computer Games Programming and I have a full-time job as a programmer! I usually work in either C++, C# or Haxe, but I have worked in other languages in the past like Java and Python.

Outside of games development, I love animated films. Stuff like Pixar, Disney, (some of) Dreamworks, Studio Ghibli, Studio Madhouse, Aardman and some obscure French/Irish/Italian ones as well!

(Edited 1 time)

I also took part in #procjam2015 this year, and I actually decided to work in 3D for the jam! I made this procedural gemstone generator:

You can check it out here: http://gamepopper.itch.io/gemstone-generator

Hopefully it'll also make it onto the Unity Asset Store, just waiting for the review.

One thing I'd like to see is something I've found in Reddit's Roguelike Development Community (/r/roguelikedev), every other Friday is FAQ Friday, where a thread has a specific topic on games development (such as animation, map design, mechanics ect) and game developers comment on how they approach the said topic, providing screenshots demonstrating parts of their game and how they implemented some of the aspects. Having something like that encourages a development focused discussion, have developers share their ideas and non-game developers look at insight for how certain games achieve this stuff.

Also it's best if we include non-gamedevs into this discussion, since they use the site too and we don't want to completely alienate them with game development stuff and provide some general gaming content too.