Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Irog

185
Posts
11
Topics
8
Followers
4
Following
A member registered Oct 10, 2020 · View creator page →

Creator of

Recent community posts

The upload of game download even of small size (less than 10 MB) fails.

The sections "Tools and libraries", "Graphics" and "Musics and sounds" only need translation of the section titles.

There is a project I started 10 years ago. Back then it was too ambitious for the skills I had. So I built skills working on the smaller projects you can see in my profile.

Thanks lourdes ! :-)

The game ReadMe indicates how to contact me. If you have some time available, could you translate the ReadMe files. There is one in the Windows build and another one in the Linux build. I think this would help Spanish players run the game.

Hi lourdes,

Would you like to localize Return From the Tavern to Spanish? It's a puzzle action strategy game where you lead soldiers back from the tavern to their military camp.

In the game folder Common, you'll find the language files lang00.txt, ... lang04.txt. You can add lang05.txt (UTF-8 encoding) for Spanish and the game will gain Spanish as a new language option. I'll need to expand the pixel font with Spanish specific characters like ñ and adapt my code for them to display in-game.

Your QA test would also be very appreciated :-)

"merged things heavily, like all the ideas ... but the logic is not made up properly thats the problem"

Apparently, you reached a point where you need to do some code refactoring. It's rarely fun or exiting because it's work that doesn't add new features. But it's a necessary step if you want to continue expanding your project.

Thanks a lot :-)

Return From the Tavern downloads now include Italian !

You can run some searches on vndb.

Your project picks up my curiosity. I like your world building. Will it include orphanage resource management mechanics and / or character development a la Princess Maker 2 ?

My skill set is probably not adequate for your game because I program custom engines focused on gameplay and never used Ren'Py, Godot or other. But I would like to learn how you manage the development of your game and read your GDD.

Hi, Kaye!

You wrote such a funny presentation. And I'd love to read your feedback on my games. They're all small and most of them focus on gameplay. Red Balloon of Happiness is the most story driven. It has 2 endings and has an unconventional secret. Return From the Tavern has a linear story with comedy elements. They can be completed in half an hour. I hope you like them.

Cheers,

Irog

When looking for programmers, specify the programming language and libraries they are expected to use. For example I program all my games in C and use the SDL2 library.

150k line of code! That's impressive. All my games have less than 10k.

Thanks a lot Pixel Debh !!!!

I've just updated the game download so you can send the translation file to the mail address mentioned in the ReadMe.

Italian players will enjoy your translation very soon :-)

It depends on the warning. Usually, warnings point to elements that don't block your game from running. Warnings about unused variables can be ignored but you should clean your code. Warnings about implicit type conversion, especially from/to pointers, need to be checked carefully.

This arrived in my notifications but is malfunctioning.

coa replied to your post in wow game low specView reply 19h

"Releasing a game with minimal art or no art at all is lazy." They are plenty of great games built on simplistic graphics like Thomas Was Alone and Mini Metro.

A search for his/her name shows 3 games hosted here.

What tools and techniques do you recommend to convert Linux apps into HTML5?

Switching engine mid-way trough a project is a significant time sink. Do your best to customize your game in RM so it stands out. For your next game, choose the engine before you start building your game. And remember that learning a new engine is also time consuming.

Is the developer on itch? What's his/her name?

That's an original idea.

Will it also include real life constellations?

Do you plan a Linux version?

Ciao Pixel Debh,

You can play my game Return From the Tavern, a puzzle action strategy game where you lead soldiers back from the tavern to their military camp.

In the game folder Common, you'll find the language files lang00.txt, ... lang03.txt. You can add lang04.txt for Italian and the game will gain Italian as a new language option.

You can play my game on your channel. I'll be happy to watch you play and add your translation to the game download.

Can you start the conversion from a Linux executable?

Do you have a Linux build?

I think it depends on the number of text columns you use. Your current font size is a bit small for a single text column but is a bit too big for 2 columns.

Do you have a Linux build ?

You're welcome ... but I'm not the dev ;-)

Itch indexing process can take several weeks. Just be patient.

Give Pixelorama a try.

There has been some irregularities in itch analytics recently. But you might be famous regardless of the irregular numbers. :-)

(1 edit)

Then make sure the puzzle tag appears right after the horror tag in your game description. Players of puzzle games expect to engage their brain for a good portion of the game and play longer. Or even put the puzzle or mystery tag first if it's the core of your game.

You can add any character, for example an elf, to Simple Times! Edit the file Horses.png in the "Common" folder. Increase the image height by 96 pixels to hold your new character.

Like DarkBloodbane, my games are usually action based and the play session range from 5 to 30 minutes. Red Balloon of Happiness is a horror game you can complete in 15 minutes.

Yes, redonihunter, Back From the Tavern gameplay draws some inspiration from Lemmings'. Its story is told to 3 children by their grandpa who tries his best to make his past actions sound epic. He carefully avoids any mention of drinking so the game title also avoids it. "Return From the Tavern" sound even better that "Back From the Tavern" because of the epic story "Returns from Troy". Thanks for the idea :-) Which one sounds best "Return From the Tavern" or "Returns From the Tavern" (with the S)?

Deer, You Are Being Hunted is a deer hunting game where you play the deer. It is meant to show up among the classic hunting games with the twist that the shooter aspect is: you're being shot at. "Deer, You Are Being Hunted" is a pun for "Dear, You Are Being Hunted", reinforcing the twist that you're the prey. The comma "," in the title is part of the pun. But, is it a good pun?

The association between fun/joy and the red balloon is linked to the happy ending of the dark/horror story of the game. I won't go into spoilers. The game is short. Is it okay to have a horror game title foreshadow its happy ending?

Great advice. I think I focus too much on the representative criterion with tiles like:

Back From the Tavern

Deer, You Are Being Hunted

Red Balloon of Happiness

and thus my titles tend to become short descriptive phrases. What do you think about them ? Where to look for more unique vocabulary ?

Hi Remi,

Yes, you're right, people tend to skip over text. I should teach controls using more visuals. 

"I think the game should end when you complete the objective, unless you want to give some kind of bonus for the extra soldiers? But if the player doesn't want to go for that, there should be a way to skip it."

Actually, there is: Backspace empties the timer. You can use it to quickly retry a map if your soldiers are in a bad situation or you can use it to win early. A player who wants the extra challenge is not deprived of the opportunity to bring extra soldiers to camp but right now there is no bonus for accomplishing it. Displaying a reminder about the Backspace key when the minimum victory condition is met would definitely help.

I didn't realize the accessibility issues of the current type of controls. When designing the controls, I was afraid that select/deselect would create unnecessary burden on the player to issue orders in rapid successions and to several soldiers. Selecting multiple soldiers to give them an order is often not desirable because they occupy different locations. In RTS, the pathfinding algorithm leads the individual soldiers. Here the player needs fine control over the soldiers. But I will re-evaluate the benefits of a unit selection system as well as using extra keys like you suggest.

OS and build info is always useful for test coverage. My game builds also need a visible build info.

Thanks again for all your help.

Regards,

Irog

Hi Remi,

Thanks a lot for your detailed test report. You've made a lot of valid points. I will take the time to properly address them.

Before the start of the first map, the dialogue explains the controls to the player: mouse over a soldier (no need to click) and press the arrow key of the direction to go. There is no selected state nor cooldown. Clicking a soldier will be used later to swing an ax. I admit that this type control is unusual compared to main stream RTS.

Because there is a Windows and a Linux build I wasn't sure which one you ran. Your observation on the terminal mentions Windows. I think your test report header should indicate the build used Windows / Linux, and the OS + version / distro it was run on.

Your rigorous testing really helps :-)

Best regards,

Irog

Hi saturn

From your description, it seems that right now, you're over-focused on the writing aspect of your game. I suggest you to add some variety into your work and touch on other aspects of your game like music, graphic and programming. New writing ideas will spark while you work on other tasks.

Take my advice with a grain of salt because, as you can see from my games, writing isn't the primary focus of my games.

I hope this advice helps you.

Best of luck in your game development,

Irog