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grotlover2

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A member registered Jul 16, 2018 · View creator page →

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I haven’t been able to test the Mac build so I can not guarantee it even works tbh.

Ya I plan on adding in some settings to help with that and looking into optimizing it better.

Try the -opengl version and if that fails your PC may not have a GPU that meets the minim requirements.

Ya I know this has been a bit of an issue and I do want to get a hotfix out that allows users to adjust or just out right disable it. Its just a question of when I will have time to get to it.

There are a few that missed the deadline for various reasons or couldn’t participate as they where busy in October but did want to join that are interested in adding in a character in one of the latter updates. There is also one new artist that was asking if they could join, but its really hard to know for sure until I get the assets from those artists.

The main thing I can say for sure is I am open to letting new artists join, but I am not planning to actively reach out to any more then I already have atm.

Sorry, its possible your PC is just not up to snuff if the -opengl builds are failing.

There is not much more I can do here, but if you want to DM me on the Weight Gaming forums I would be happy to see if I can look into the issue a bit more with you.

Thanks! Means a lot coming from you all!

Usually it means you GPU is not quite up to snuff. Are you using the -opengl version ro the standard ones?

Not yet, but I do plan on adding one in the first planned update.

You need to open a console window and navigate to the same directory the .exe is in (assuming you are on windows).

But in your case I would suggest just downloading the -opengl applications in the download list as it will do about the same thing and you dont need to mess with the console.

I assumed you also asked this over at WeightGaming so I answered it over there. Long and short though is your PC may not be up to snuff if you are having issues with the -opengl builds.

Answered this below but since it will be more visible here, maybe but not sure. Will really depend if its an easy export or if I might have to do some tweaking to support it.

These are all fair points! The only thing I would argue is its less that the items are overpowered and more that I need to implement a more complex spawning system since the frequency they spawn I think is really high and the frequency you get skip turn potions makes it really easy to stun lock the AI.

The first major update I have planned I think will address most of your issues as it is a rework of item spawning, some new items which will help dilute the pool a bit, and I also plan on exposing a lot of those settings so everyone can customize spawn rates, number of potions, available items, ect to their hearts content.

As for the AI I don’t know what I want to do with that yet. Due to the short turn around of this project (~30 days) I kept it really dumb so I could focus on other features and polish. That being said it wouldn’t be overly hard to implement something that weights choice based on the potions left to make the behavior better and maybe could even set it up per character so each one plays a bit differently.

Idk yet, will really depends if I feel I can fit it in. The only thing I can say for sure is any AI update probably wont happen until the 2nd or 3rd planned update.

I might look into doing an Android build if I have time, but especially with how google is trying to lock the system down I am not sure if I will spend a lot of time trying to get one working so I dont want to promise anything.

As for browsers, no I dont have any plans on releasing it for browsers.

I think thats a fair request. I will for sure add in some controls to help deal with the particle effects if they are a bit to much for peoples system as well as being able to disable them completely.

I dont know if I will release that as a patch but will for sure include it in the first major update with the game options that I have planned.

Since this was a casual collab I didn’t want to ask a ton from the artists who where generously donating their time to the project so the base level specs was just 5 sprites.

That said a few artists do want to try to update theirs with custom POV sprites and possibly abuse that little glitch/feature that gives a 6th stage in the future but since its up to each artist I would not expect every character to be updated.

The openGL version is the best for low end hardware. Thats about as good as it will get for older equipment unfortunately though maybe might add in options to disable the particle effects for lower end PCs in the future.

Ah got ya. I’ll look into that a bit more for sure then.

Ya I think most of the slowdown is from the particle emitters for the smoke effects. I noticed seemed like nivida cards chugged a bit more frequently. I just need to take more time adjusting it and looking for the possible bottle necks.

As for the crashes I thought I got most of them. If you could provide me any additional info it would be much appreciated!

Try the -opengl one for windows. Not sure if it may solve your issue and it does not look as good, but if your issue is hardware related it should run.

Happy you enjoyed it! And I agree about the dialogue system. When it was suggested to me I thought it would be a great thing to try so looking forward to seeing what I can do with it!

As for your questions, the potion thing is a UX issue. The small red potions skips a turn and the red bubbles are just meant to indicate the player is going to be skipping their next turn. I am not really happy about the color so thinking about changing that up when I add some more usable items into the game. Currently there are only 3:

  1. Reveal - See a potions type
  2. Lethargy (the red one) - Skip Turn
  3. Switcheroo - Switch a potion’s type

As for the POVs that is the default POV view and is a limitation from reusing the same sprites with some camera tricks. The ones that overflow the table or block the camera are from artists who wanted to make some custom POV sprites instead of using the default ones. I can see how that would result in some confusion though

Odd I will have to see if I can replicate that when I have time. I know the main screen load is a bit heavy so maybe that could be contributing.

Thank you for letting me know!

(1 edit)

Your have to run it through a console with this command:

pizza_planet.exe –rendering-driver opengl3

I think you are right. The error is basically saying I cant find the text for your set language which seems to be set to None instead of en-US for some reason. The dialogue system was a last min addition so I probably just forgot to force it to use en-US so may be trying to pull that info from your system. Ill have to look into it when I can.

That could be due to Vukan issues with your GPU. A few people who reached out with similar issues where able to fix it by forcing openGL with the --rendering-driver opengl3 flag.

Had a few people reporting similar issues. It looks to be due to GPU issues with Vulkan. If you try running the .exe with the --rendering-driver opengl3 flag it may fix it. You can do this through the command line with something like pizza_planet.exe --rendering-driver opengl3

We made this as a quick Jam game and unfortunately have not really found an artist to work with on it yet so I dont have any plans on continuing this atm.

We wanted to take it farther but just ran out of time which is why there are only 3 sizes. Would be fun to expand on it in the future or maybe try something vector based that would allow us to do it dynamically but all depends on how much time we have in the future.

Probably just an audio bug

One idea we where actually playing with but did not get time to implement is the dragon would break through the floor as they got larger and open up a new randomly generated level.

As for out of bounds, no nothing hidden. I think I have a wall set at the edges that can not be dug up.

We have some plans to try to expand out the game, but its more or less a question of time. A fair amount of my personal time is going towards setting up the new site. After getting it up and running we may have the time to look back at this.

We could, most of the needed work would be on making controls for mobile

We actually had that planned but just did not get it implemented in time. The Upgrade screen is actually on the tribute screen but just hidden and disabled lol, but ya if we continue developments we do plan on having more types of ore that spawn farther away along with upgrades.

Unfortunately no, but we may develop it more in the future and add more stages.

lol