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Jellyfish

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A member registered Jan 06, 2017

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Perfect, don' worry, I'm patient and have plenty going on RL (which helps!) :D

Gambate (Keep up the good work :)

I am not able to make the submenu disappear either now... strange... apologies for a misreport (maybe I did something differently... I'll keep a closer eye in future and make sure to repeat it a few times before reporting it).

If there are technical reasons then I guess that's the way of it but thank you for trying :)

Pillars, indeed! :)

I also noticed that it is not easy to create a pedestrian area because buildings have to be next to roads... I can fake it by making all the buildings part of one building with a pedestrian area inbetween but that is annoying, especially for a pedestrianised town centre!! Would it be possible to create a road type that only pedestrians can use? (and are bicycles / mopeds / motorbikes planned in the future?)

Actually I guess I should be building delivery vehicle roads but then again a lot of deliveries here are by trolley so moking something up along those lines would be difficult... I guess I'll just stick to outside town centre for now...

Despite the description including an English version your game is only in Indonesian? Maybe worth mentioning.

I had a chance to look at the current state of things and found out part of why it got left for a bit... took me  couple of hours (that I only sort of had) to sort things out but apparently I was half way through shifting a bunch of things into a new category ("Heavy Plant") because the "Town" category (which is really "Town", "City" and non-descript mixed together) was getting too big, especially with some of the models I had planned for the future (which I have now found) but have no time for.

I also added three new (lower-medium sized) sets that had been queued but got lost in the mess of uncommitted changes and found a fourth that will need a bit of work before it can be added but is close (but also apparently incomplete, so maybe it will have o stay in limbo until that is also sorted out!!)

I don't know when I might have time to do more but now that the mess is sorted I feel more confident abut seeing if I can knock one or two more out (assuming RL doesn't whack me over the head again! ;)

Hope you enjoy the sets and thank you for the motivation to look at this again! :) - I tried out a couple today and the bug bit me again... just ike it has been biting me my whole life! :D

If you have the itch app installed you can download the browser version and play it locally! :)

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I enjoy building them while listening to podcasts, at least once I've ironed out as many kinks as I can... With Tower Bridge I had to move the piles because the autoplacer put the colours so far from where they were needed (especially the most used colours) that I ended up having to hand place them all, usually I don't care so much but because this was such a large and, especially, long build the autoplacer just wasn't set up for it!

I enjoy the building ones the most so they are probably optimised the best, like changing the standard to only placing doors and windows once the top block is also in place made it harder for people to block themselves off from the stairs (assuming they didn't have flight) though later I also reworked them to have the door mostly open (though that doesn't always help in some builds with tight spaces!) I also have a lot of nostalgia for the old space sets since that's what a lot of what I played with as a kid, though also some technic but those sets are a lot more work to transfer across and the requests I received were for simpler builds (which those are not, especially from a lego character's perspective!) - that's also the reason for the large number of small easy builds (Lego is a children's toy (too ;) after all! :D

Oh, I should apologise for the Marina Bay Sands model... I have yet to complete the build order for it - the small model buildings are probably the hardest ones to do as they seem to have been optimised for block count and compressing as much as possible into a small space which means they have huge numbers of blocks for such small pieces as well as specialised pieces used in strange ways to get a good match to the original buildings in a small space... they are kinds impressive in a way but the build order is really hard to organise because base pieces are often rotated ninety-degrees to build the sides of the buildings which means I have to rotate the build progression with them so it make sense but then I have to make sure that higher pieces don't overlap with lower pieces in a different rotation as well as make it hard for the player to place pieces that block their view of where unplaced pieces go (something I find frustrating, hence caring about it!) The Marina Bay Sands model has multiple rotations with many possibilities for overlaps and hiding pieces that are not structural and therefore might not yet be built hence it isn't finished yet... and I have to admit it might be a while before I get a chance to finish it - I don't have much quiet time to have the time to build the model in my head and then work out the potential problem points... I'll check my personal git to see how far I am from completion but I think the one in the public git is the latest.

In case it is of interest I'll mention that the majority of the ones I currently have on my slate are larger figure-scale buildings, a few more space ones and a few fun builds like the medieval ones and the "multiple models from one set" ones (e.g. the three beach huts and the seasonal houses). In summer I might get a chance to work on some technic ones for myself! :)

Edit: P.S. Do you have any other block style games you could recommend? They are a firm favourite here, Bricksperience included despite it's lack of development.

WOW! Your PC is clearly a better setup than mine, I once waited an hour (with minimum settings) for the bricks to settle but wasn't able to get enough done that when I loaded the save I was ever able to complete it!

I'm also impressed at the time you put in to complete this one, great job... I'd love to know what you thought and whether you found any issues with the build order or things I could fix (I know there are some blocks that have a render problem when in your inventory but I'm not able to fix those without deviating quite a bit from the original model I'm afraid - maybe the original dev might be able to fix it in the future if they have time and inclination)

I also want to ask if you are interested in doing other models that large... there are a few and I enjoy the process of getting the models into Bricksperience format so I'm happy to do more but I dropped off doing them (in favour of designing my own models) as I received little to no feedback on them! If you have any other preferences I'd be happy to hear those too although the brick selection is limited and so even with swapping bricks for others that work there are limitations there (particularly with sets that have more custom bricks, of course).

Anyway, hope you enjoyed our work :) <3

Hey, thanks for the quick reply and it was fun to try out, will be doing more in the future (today even, if I get time!)

The delete mode thing is less to do with knowing which mode than being able to change which delete mode I was in; because the submenu disappears I have to open it again to change delete mode...

For mixed use it was placing the zones that was more confusing... you have to select mixed use when you place the original plot and then you can zone from whichever type you want and add things from rooms from whichever type but it was that initial choosing mixed use that was confusing since that zone has almost nothing in it - also that a good half of building here are "mixed use" by this games' standards! (Here many people would expect that the ground floor is a shop regardless if it is in a residential, commercial or industrial district!)

So I just wondered if you could automatically make a building mixed use if someone tried to add different zones to a building - that way there is no need for an error message and no need for the "zone" mixed use in the build menu, two birds, one stone ;)

I also wondered if maybe it would be better to have the roof as it's own separate zone so that roof furniture (e.g. solar panels, air conditioner units, solar heating units, wind turbines, TV arials, mobile phone masts etc.) could be added, also it would allow the player to decide whether an area should be roofed or not - e.g. roof gardens, balconies etc. shouldn't be roofed. It would be a zone every building could have but also would not trigger a building to be mixed use - kinda like the parking lots out front.

I also wondered if external pillars could be added that would allow a zone on the second floor to extend beyond the first floor zone? these pillars might not be necessary but they'd be nice to have architecturally... for example, to created a covered walkway under the side of the building or to create covered walkways and bridges in general...

Just my thoughts while I was travelling today - clearly I have been bitten by the bug to play more of your game! :D - I even considered creating a github for storing my blueprints! :D :) - we'll see I guess!

Thank you for your time and effort.

Checked out the new version and spent over an hour playing it... though I don't know exactly since integration with the itch app is still missing so it doesn't record my play time. The name of the app is fixed but that's the least of the unfriendly things it asks me to do to play it.

The lack of save is disheartening and the sudden jump from sapling to huge shading broadleaf in one season is odd - run out of time I guess? Though at least the option that was broken is now fixed.

Will give this another try in time but I've not the time for this right now, sorry.

Maybe once it is a more mature game.

I didn't have long to try it out but I tried to blueprint a building more similar to those where I live and I had some troubles, both related to that and in general, in order of importance:

No quit button?

When I placed the roof (by accident) I could no longer see the floor I was trying to place objects in, or the roof was that floor? (what about attics?) and I could not find how to delete a roof...

No basements? Basement shops and car parks are pretty common, if not ubiquitous here, even the centre of my small town has the main supermarket underground in the basement of the biggest building with the one next door having bar and restaurant in the basement...

No indoor windows... I tried to build a mixed use building with apartments above and shops below; the two ground floor shops were separated by a hallway that leads to the stairs to the apartments (very standard design here) but I wasn't able to make the walls between the shops and the hallway into windows as they would normally be, though I was able to use the same doors for inside the building and outside the building which was good :) - if I can't make indoor windows I don't know how I can make "galley" windows either... a window from the kitchen to the dining room to pass plates and dishes through (very common in older houses).

When you select delete mode and then select a type of deletion the type submenu disappears which was unhelpful when I had to delete my building because I made the wrong initial zone... talking of which:

It was not entirely clear how to make a mixed use building - maybe if the user tries to add a floor with a different zone type then automatically make the building mixed use? (But better also to put up a message saying this will or has happen(ed)?)

Just my first few thoughts but other than the above I found it very good indeed and will try to play around with it more once I have more time to spare, apologies, I have to go now...

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Thanks for the speedy reply... I like the art style but it was difficult to see much through the jaggies! :D

I'll check out the new version when I have a chance! :)

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Thank you for the prompt reply! I wonder if it worth trying to contact itch technical support to see if there is something they can tell you or if it is app related? (Just a thought). I will see if I have time to try and file a bug report with them to see if they can help too :)

True it is less funny but also tone comes across badly on the internet so I tend to err on the side of caution when talking to people I don't know (or don't know that I know), better to be thought unfunny than a dick *shrug* But you do you, right? <3

I installed your game in the itch.io app and launched it but immediately got the following error and so can't try out your game, sorry :(


Error
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)

The itch.io app also does not let me play the game in the app so hopefully you find a way to fix this? I wonder if it is something to do with the app rather than the game but maybe also the way it is intended to be played? I don't know, sorry.

What the graphics and writing looks like (not unplayable but...):

I should also note that this option is broken (non-clickable), don't worry you get other options in Autumn if you want to wait all through Summer from this Spring option!

"Download it and play"... you mean download, install getting Windows to install the unsigned app and then agreeing to some random app's license and then start the game named "Created with Gamemaker"... Hmmm... seems a little sus? Really could do with making this explicit, especially since the itch.io app has an install button that only downloads your game and then when "launch"ed dumps the explorer window open with your apps executable there, running that install  the game onto my system but it is not accessible through the itch.io app where all my other games are...

I'm just saying that your game is a little unfriendly when it comes to first impressions - whether using the app (worse) or not (better).

I received the following error message when installing and then launching this from the itch.io app (latest version):


Error
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)


I don't know what is missing but I'm presuming it is something on the dev or itch.io end?

No-one else has mentioned so I'll put this here; I got the following error message after installing the game on the itch.io app:


Unable to parse Build/OthalaBuild.framework.js.br! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header "Content-Encoding: br" present. Check browser Console and Devtools Network tab to debug.


I'm just using the app so I don't know that I can do anything about this, apologies.

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I discovered that there might be a little bias ... I also rolled a 1 on a d12 but the d20 gave me a 16 on second roll and I needed less than ten rolls each to get a twenty on all three dice and I regularly hit million to one chances against me nine out of ten times... was playing the Minecraft boardgame last night and out of ten RNGs double potatoed four times (at the time a three in a hundred chance each) and triple potatoed once (at the time a six in a thousand chance), of the other five times a double potato in two cases could not have lost me the RNG (so of course I got the best possible score I could have), two cases where a double potato would fifty / fifty have lost me the RNG but the prize was small and one case where I got an average result that narrowly let me win the RNG. And this was a good day for me... the other players in these games generally end up feeling sorry for me at the very least (once they even offered to change the rules just for me!) So I only play RNG games that can be massively tilted in my favour (so I can get average results) or have ways to avoid the RNG entirely - it's not that the RNG wants the other players to win it just hates me in particular! :P :D - the killer for me was that out of tens of thousands of D100 roles the only 100 I got killed my character stone dead, it was (because I play conservatively and RNG hates me) the only critical failure role I've ever had to role... stone dead, in a "tournament" where new characters was a no-no and we just entered the first dungeon in the first game and I was the healer, so RIP my group. Was never asked to play with them again. If ever there was a circumstance in which I needed not to hit that 1 in a hundred that was it... but RNG hates me in particular.

But back to the game... it is clearly weighted in the player's favour... once you upgrade to the max... at the start make sure you have a backup chance or three, D4's are notoriously fickle! :D (just like dragons ;)

I feel like your expectations are the problem here... surely you realise by now that the title rarely reflects the content! :D ;)

How much mining is there is Minecraft these days? (since the Caves and Caverns updates) or, more pertinently, how many dragons are there in the average D&D game? This one is hardly an exception! :D ;)

Blame Youtube or Amazon since they are the clear market leaders in deceptive titleing!!! :P

Compared to what? I'd have said that it is well paced and arrives at the end reasonably consistent... there was a little mid-game drudge but that is both to be expected and might also have been due to my strategy (again, a couple of hours to complete). I prefer my idle / clicker games to either be relatively quick to finish or months / years worth of play (with offline gain in the latter case) so I'd say this falls nicely into the first category and has a nice spread of strategies and gameplay options to boot - something rarely seen in these types of game where there are generally of few good strategy, conveniently enough for the guides that can then lay out how to best get through the game at maximum speed - changing that mate in updates doesn't deal with the underlying issue however (definitely not referring to Idle Champions of the Forgotten Realms </sarcasm>). I would say this is the best idle / clicker D&D themed game I've played for that variey of gameplay along! :D

No problem, I'm aware that some teams are not able to have someone on hand to translate to other languages and either have to wing it or get only a single pass through the script (and as a proofreader I'm keenly aware that mistakes always slip through the cracks of any serious length of text! Even renowned authors working in their own tongue have spelling, grammar and punctuation mistakes in their novels, let alone tone or stylistic errors! :) so I'm happy to help.

And even though this is a demo I know that small things can make a big difference to sales at times and that if this section was used in the game there is also a chance that it would not be as carefully checked as it had already been "used in the wild" as it were, so worth pointing out if only on those merits! :)

It was very clear to me that you also wanted to pay a lot of attention to the language used by how carefully each character's characterisation was also driven by their speech; Fable's precision but constant punctuation, the Innkeeper's careful choice of words and very clean dialogue with clear though put into their speech before uttering it, Caerlin's guttural and clipped speech, the Vampire's ostentatiousness... the Dwarf was the only one I felt had a less clear voice but there was so little to go on I'll have to wait for the release I guess (though I might be inclined to suggest a little more of a gruff tone, maybe muffle some of the syllabents due to the heavy beard?) I am a definite fan and enjoy giving and reading accents in written text... my daughter adores the young adult novels of Terry Pratchett for this, particularly the Nac Mac Feegle with their broad Scots accent! :D

I bid you all the best with the full version of the game and I hope you are able to make a success of it - it certainly deserves it and the hints in the demo certainly suggest it should be possible with what you have (team and all)! :)

Translation suggestions:

"It could use some help. (Tutorial)" choice to do the quest making tutorial would be better as "I could use some help. (Tutorial)" or "It could use a dusting off. (Tutorial)" / "It could use improvement. (Tutorial)" / "It could use some refining. (Tutorial)" - the issue being that "It" is an inanimate object but "help" is generally used about animates (or those that mimic them, e.g. machines), processes, memories or static objects don't count (at least in English).

The first time Caerlin leaves (during the quest making tutorial) the sentence spoken my "Me" ends "-..." long dash, ellipsis but the second time when "Fable" is speaking it just ends with "..." an ellipsis ... the end of the word is then said with only an ellipsis at the start... I would recommend removing the long dash for consistency.

Undead rumour "An unusual amount"... would be better as "An unusual number"... "amount" is normally used with uncountable objects (rice, water, fish), "number" (in this context) with countable objects (rice grains, litres of water, fishes) - I don't make the rules (they're more like guidelines) but I sure wish I could sometimes! :D

Purple werewolf rumour; "The werewolf previously has been seen" - technically, grammatically correct, rarely used in International, British or American English (likely also true of other Commonwealth Englishes), "The werewolf has previously been seen" is used instead or, avoiding that grammatical argument, "Previously the werewolf has been seen". Also "A nomad or do they"... would be better punctuated "A nomad? or do they" / "A nomad? Or do they" as the two parts of the "or" are different structures (noun then question). Capitalising the "O" is a very modern thing and rather American so I'd advise the small "o" though it is generally considered grammatically incorrect in British and American English now... other English beg to differ however.

The werewolf quest itself: "Apparently" as the rest of the statement doesn't "belong" to any other statement.

Conversing with Fable about the werewolf quest; "good with a bow." not "good with the bow." (standard phrase), "Yes, Fable" not "Yes Fable"(grammar), "around any wood" not "around any woods" (singular vs plural - names are deceptive ;) "makes a decision for me" not "makes the decision for me" (there are at least two choices to choose from so the definitive article can, maybe, only be used in some American dialects.), "... in general?" not "... In general?" (the ellipsis is not a period but stands in for the first word(s) in the sentence so it doesn't start with a capital), "You are too harsh on yourself Fable." not "You are too harsh on yourself Fable" (missing period), "someone... like" not "someone... Like" (an ellipsis is not a period, especially when there is a run-on sentence), can I suggest "cucumber" instead of "zucchini" as that is a North America only name for a courgette in every other English and cucumber avoids this issue and is almost identical euphemistically as well as physically! "give up before I have even tried" not "give up before I even tried" (the latter is primarily American slang - Fable seems to avoid slang), "run away really quickly" not "run away real quick" (the latter is primarily American slang - Fable seems to avoid slang but for these two cases), "Is going to embark" not "Am going to embark" (assuming this is supposed to be in the third-person, else "I am going to embark").


I'm afraid that is as far as I have time for right now, apologies... will try and do the rest at some other time. I hope it helps but I must also say that there are very few genuine errors and most of the above are matters of tone and style rather than actual errors but then again so much effort seems to have been used to differentiate each characters' style and tone and use of language that I figured I'd include those too - at least where they stood out the most :)

I'd be happy to proofread the game in English if it'd help although I'd likely do that if I bought it anyway (I was playing with my daughter (she wanted to get to the mini-game sections!) this time so I didn't have the where-with-all to note the two (three?) improvements I would have suggested - I'll go back through when I have time and note them for you :)

Pretty fun though I notice there are some missing images for some of the things you can craft (Mountain drawing for one) as well as there being no shop despite it saying there would be in November 2019... that was a few years back so? (Maybe patch out the message? Or add it?

Anyway, I whiled away four hours on my first play of this so I'm  not saying it would be time well spent by the devs (or me) but I would certainly be up for more content, maybe more that leads you through how to making more of the complex recipes... as well as how to make electricity! :P I tried for so long but just couldn't get it - it is the access key to so many others I really wanted to crack it! :D

Anyway, hope this gets updated, even a little bit, some time - will be keeping an eye out!

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<spoiler alert>












Planter + Water ...

There's a hardlock in the demo... I went to the island and when I came back (no energy) I went to the left rather than home and it loaded what appears to be the top most part of the farm screen and I couldn't move or do anything - when I used the movement keys there were no walking sounds and pressig those keys for while didn't seem to change anything, maybe my character was stuck in the trees? Either way I couldn't leave and so didn't get past the first day.

So... the fuel recycler outfit exists and was added by Bobbens more than a year ago (all according to the git repository), it was last edited a years ago but possibly just because Bobbens was updating every file that contained a reference to something being updated.

It is not lists in the file containing all outfits in use... which is a bad sign. Neither is it contained in any of the subset files that are normally used for planet shops, neither is it obviously used in any of the ship configuration files that might contain the outfit (AI ships don't tend to have things they don't need so military ships are very unlikely to have this equipped... in fact I'd have guessed only cargo or mining ships since most other ships have little use for it and none of the standard ones have it.

That leaves only quest specific ships that have one-off designs and... that's it. I can't login right now so I can't search the git codebase for Naev but I would suspect very strongly that this was an outfit created to serve a purpose that never materialised or is still planned but yet to be implemented (if it is not in git it won't even be in the nightlies). I have to admit I only checked main so you might find something in one of the branches but unless it is in is main then it won't ever be released... some branches will make it but others (currently) look like they never will being mostly abandoned or so out of lockstep with main that it would take more effort to update them than to start from scratch.

Since Naev is an evolving game you will always find stubs in there that represent new, abandoned, outdated, deprecated or forgotten about things, if only because the original dev left it behind and no-one made use of it or took it on. I've done a bit in my time but because I'm short on time I generally work on things that are already there and sharpen them up or shift old code towards new standards and replacing deprecated code (with a byline in proofreading that comes from reading through the files) - there's always something to do besides taking on a new project that never gets finished because the codebase moves on before I find the time to finish it (though others have adopted some of my ideas from discussions and small hints I've added here and there :) - every little does indeed appear to help! :)

So, if you have a desire to use this outfit then code it into a few places where it would fit - out of the way mining areas, maybe associated with the Mining Vrata, would be something that makes sense since it'd help miners from running out of fuel while hinting the good stuff out at the edge of known space. You might prefer to code it into a unique ship or create a new AI ship (a mining one maybe) that uses this outfit making it possible to beg, borrow or steal! :) :D

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Edit: I tried re-installing it but same thing, no joy. Maybe I have a corrupted save?

I tried again with nothing at all running and I still get a window with a black background and then it just hangs... it has to be killed by Windows... it doesn't seem to be trying to do anything either. *shrug*

I'm running Windows 10 up to the 22H patches (I think) if that's any help. (Windows 11 shenanigans preclude me from going further than that but this is the main Windows 10 branch for those not able to upgrade to Windows 11 because MS says so - this laptop is better than my wife's but hers is on the upgrade path and mine isn't... *shrug*

I was confused as to what your post meant; are you recommending a mod? an outfit? questioning it's existence? ...

I don't know if there was another update but for some unidentified reason this game just hangs now... it's been a month so I'm not sure what changed... I've had M$Windows 10 updates, maybe a graphics driver update and maybe you updated the game since I last played?

I'll keep you posted if I discover anything.

Touche, dear Sir... do I also detect a little animosity? Would you like a wafer thin mint to go with that?

Using the itch app I get a message "Can not create sub-directory in temporary directory"... guessing this is due to the itch app but maybe it's always a problem? Might explain the lack of engagement here!

It's a start but can I suggest that the UI needs some work... binding one function the mouse but not using the mouse for anything else... bad move. Binding person sideways movement to A/D but menu vertical movement to UpArrow/DownArrow.. definintely a choice (and not a good one) and then person interact button is E but menu interact key is spacebar!?! Them's a whole lot of choices... I would suggest that this is a near critical issue if you want anyone to keep playing your game.

Good otherwise...

Will probably need to be rewritten some after 0.11.0 comes out... have you seen the changes! :D

?

There's bugs and there are bugs... pretty sure it's not meant to soft-lock... also... can't you read tongue-in-cheek? Shame, the internet must really frustrate you...

I just ran across a bug... if two words are anagrams of each other and both are given as options then you can (I did) pick the "wrong" one... I realise the chances are small but they might well be larger due to the way you pick the words and it happened to me (though the RNGod doesn't like me especially so...)

It's worth seeing even if you know... and I noticed a few other bits I missed the first time around when I watched it played again :)

Well I fixed the drivre issue but since that information seems to be one time (I even tried a reinstall) I can't now ever see it again... that _is_ something you can fix... no??