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Gerhard Wonner

164
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5
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A member registered Feb 28, 2019 · View creator page →

Creator of

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(1 edit)

Hello Ununsept! 

I am glad you like my game! I am also not very happy with the forest tiles. Unfortunately there are no real wall-like forest tiles in the tileset. And there are also no concave corner tiles. So I only use the fully-filled-forest-tiles together with some treetop-tiles at the borders. But the overlap is too big which makes it a little messy. I will have to rework it one day.

But fortunately there is an easy workaround for this. Simply switch to the ASCII-mode on every forest level. You can do this by pressing [g] on your keyboard. Pressing [g] another time brings you back to graphical mode.

I am currently implementing a server-side backend. Once this is done there will be automatically updated scoreboards and a lot of statistics. An achievement system is also thinkable. But of course this is a lot of work to do. Therefore it will take a while until I have time to care about the forest-tile-problem.

I hope you will have some fun anyway! :-)

Kind regards!
Gerhard

(1 edit)

Of course you have to wait until the iframe is loaded before sending the message. Otherwise the games javascript-code would not be ready to catch it. E.g. you could add an event-listener to your iframe, so your code would look like:

let frame = document.getElementById('your-iframe-id');
frame.addEventListener("load", function () {
    frame.contentWindow.postMessage( 
        /*JavaScript-variable containing the username as string*/, 
        /*itch-io-domain-address*/);
});
(5 edits)

Thank you for taking it into account! :-)

You should be done with the following two lines of code:

let frame = document.getElementById('your-iframe-id');
frame.contentWindow.postMessage( 
    /*JavaScript-variable containing the username as string*/, 
    /*itch-io-domain-address*/);

This way the current username is just always thrown via postMessage() into the iframe. The programmer of the game is then free to catch or ignore it. If he wants to catch it, he could do this with the following code:

window.addEventListener('message', event => {
    // IMPORTANT: check the origin of the data!
    if (event.origin.startsWith(/*itch-io-domain-address*/)) {
        // good case:        
        // The data was sent from itch.io.
        // Data sent with postMessage is stored in event.data:
        console.log(event.data); // Would print the username to the console.
    } else {
        // bad case:
        // The data was NOT sent itch.io!
        // Be careful! Do not use it. This else branch is here
        // just for clarity, you usually shouldn't need it.
        return;
    } 
});

I have stolen this idea and the source-code from here. ;-)

(1 edit)

I am constantly developing a score-based browser game which is hosted on itch.io. Therefore it would be nice to have a leaderboards. But it would be tedious to ask the players to enter their names if they are already logged in itch.io.

Thus it would be great if you could somehow pass the username into the iframe where the game is running. Maybe you could use Window.postMessage() to achieve this.
Thank you! :-)

Hello shaddockh, version v0.8 is out!
Click here to see what is new.

Hello Lone Spelunker, version v0.8 is out!
Click here to see what is new.

Hello Xecutor, version v0.8 is out!
Click here to see what is new.

Hello Rogueliker, version v0.8 is out!
Click here to see what is new.

Hello patrickdavison, version v0.8 is out!
Click here to see what is new.

Hello Makeyejr, version v0.8 is out!
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Hello Aix0, version v0.8 is out!
Click here to see what is new.

Hello Missingno, version v0.8 is out!
Click here to see what is new.

Hello tcookiem, version v0.8 is out!
Click here to see what is new.

Hello InfuriatedBrute, version v0.8 is out!
Click here to see what is new.

Hello owlmoth, version v0.8 is out!
Click here to see what is new.

Hello lisan12345, version v0.8 is out!
Click here to see what is new.

Hello Xylenox, version v0.8 is out!
Click here to see what is new.

Hello Flooderbenga, version v0.8 is out!
Click here to see what is new.

Hello Jmath, version v0.8 is out!

I fixed the bug shown in your screenshot. Now the game should display the correct character when burning a nitro in ASCII-mode.
I also implemented different kinds of forests in some stages. Forest-levels are generated with a different layout to make them feel more organic. So you should notice that you are in a forest, even if you are playing in ASCII-mode. I also added new music to these stages featuring strings.

Level 33 !!!
That's 5 levels deeper than the previous record holder! 
I didn't expect that to be possible!

Thank you for playing! :-)
I also included your July-score into my leaderboard.
May I ask how you learned about RunToTheStairs?

I am sorry to tell you that your record has been beaten! Jmath reached a score of 247 today. But congratulations anyway since your record lasted for more than 3 month! :-)

Wow, amazing - you have just beaten the record of RantotheStairs which is more than 3 month old! Of course you are leading my high-score-table now! :-)
How long have you practiced to reach this incredible score?

RunToTheStairs got another big update!

  • There are now more than 300 character-sprites in the game. The sprites of your opponents are randomly chosen at each new game.
  • The character-sprites and some obstacles are now animated by simple two-frame-animations.

RunToTheStairs got another big update!

  • There are now more than 300 character-sprites in the game. The sprites of your opponents are randomly chosen at each new game.
  • The character-sprites and some obstacles are now animated by simple two-frame-animations.

RunToTheStairs got another big update!

  • There are now more than 300 character-sprites in the game. The sprites of your opponents are randomly chosen at each new game.
  • The character-sprites and some obstacles are now animated by simple two-frame-animations.

RunToTheStairs got another big update!

  • There are now more than 300 character-sprites in the game. The sprites of your opponents are randomly chosen at each new game.
  • The character-sprites and some obstacles are now animated by simple two-frame-animations.
(1 edit)

Thank you for playing my game and giving nice feedback! :-)
Wow, a score above 200! I included your score into my leaderboards. Congratulations, you are at position 8!
You are correct: Spamming a lot of nitros just to stay alive one more level is inferior to using them in order to achieve better positions in earlier levels.

I like the scene where you overtake the entire field within a very few amount of turns so much, that I created an animated GIF of it! :-)


Thank you for playing my game and sharing your score. I included you into my high-score-table. Congratulations you are at rank 19.

Thank you for the feedback! I just found out that you are a member of the dev-team of IVAN so I am very proud that you played my game! :-)
Of course I included your score in my high-score-table. You are currently 33th.

Congratulations to your new world record! :-)
I have put you on the list - on first place, of course.

(3 edits)

This game is fun. It is really satisfying to clear a sector or to eat up multiple sharks! :-)

It offers a lot of risk / reward decisions. Saving the mega-eggs for later can be considered as resource-management. There are also multiple strategies possible: Clearing sectors and getting the corresponding bonus vs. only following the very long lanes of eggs which is the faster way to increase the total-clearance-percentage.

I set myself the goal to clear the board on "beginner" difficulty. Let's see if I can do that (record so far: 52%).

The sectors are well designed. So I agree it is better not to generate them. However since all sectors are squares of the same size you could consider to randomize their positions and orientations. This would increase the replayability.

How can I activate the Xbox 360 gamepad controls?

Nice Game John! 

Got 51,496 points on my first try. I think I have to try a little harder. ;-)
Are the mazes procedurally generated or set?

Thanks a lot for the video. I really enjoyed watching it and learned a lot about my own game! :-)
I linked it from the corresponding row of my high-score-table.

Thank you for your report about what you found out about the glitches. The fact that the glitches can be also highlighted is a really interesting behavior. Unfortunately I cannot reproduce it on my system (Windows 10). I tried it with the browsers Chrome, Firefox and Opera (not with Edge since it does not support WebGL 2.0). I think I have to get a mac somehow.
Nevertheless I wanna thank you for your effort to upload the videos. As a dev it is always a rich (and sometimes painfully) experience to watch others playing your own creation. Especially if they play it more skilled than yourself.

I am really looking forward to see your video. Please let me know when you have uploaded it. Best you post a link to it here.

(1 edit)

Please note that you can still switch to ASCII-mode by pressing [g] if you do not like the graphical tiles. It also looks very funny to see how different the same areas are displayed in both modes.
I consider to allow the player to disable the extra graphics in the sidebar in case he gets distracted from it.
The white lines at the edges are not intentional and do not appear on my computer. Would be nice if you could test it with another browser or on another machine.
I went about your wish of a second high-score by awarding the medals 🥇, 🥈 and 🥉 to the players with the best dungeon-level-results. 

I consider to implement your other ideas regarding leaderboards as soon as I have implemented the backend.

I included your score in the leaderboards and added an achievement 🥇 to honor your dungeon-level-record!

Thank you for testing and the nice feedback! 

When the game was still ASCII my musician Dekkanoid asked for the tileset I am planning to use in the future. He used it as a source of inspiration when composing this music.