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Joel J Games

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A member registered Feb 22, 2021 · View creator page →

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Hey, clicking outside the canvas to either pan or to drag marquee selections has been added in the latest version, thanks for the suggestion!
tessarium-is-version-one

Hi Saba85, I'm afraid I can't offer the digital version yet due to restrictions by the publishers, but if that policy changes or once that period is up (which ever is sooner) I'll be sure to make it available! Thank you for showing interest, it's definitely noted!

Thanks Andrew!

Thank you, I really appreciate that. The other main tile apps never quite clicked with me either, so a lot of this has come from trying to make something that feels easier and less of a fight to use for the way I work, reducing that barrier between creating something in pixels artistically and working quickly. Really glad it’s helping you!

Great to hear!

Yes, so if you hold down CTRL or CMD when you drag an area, that's the 'tile' based mode for most tools. So with the marquee/select area it'll do it by snapping to tiles rather than pixels, and for fills like the dither, or shapes, it'll do it snapping to tiles. Hopefully that solves your problem, but I'll also add mouse clicks outside of the canvas to the list too.

Thank you! Yes, let me see if I can set up Stripe as well (the only other option in Itch payment processor settings)

There are indeed! It'll be released this year, I should be able to share more details about the physical release in the next month or two.
Not a problem, hopefully it's making people's level design lives that bit easier!

The Terrain tools should be easy and quite intuitive to use, I always got a bit confused with other implementations. Similar to the Frame UI tool, but with customisable randomisation support, so you can choose to shuffle the tiles, or lock them, and also link together if they're tiles that only work when next to each other.

You should be able to skip the intro before and after her dialogue starts with Start, but yes, the Grandma dialogue is hard to skip when it begins, but it’s quite short at least! Sorry for the annoyance! (Fall from Space I’ve made all the intros screens skippable or fast forwardable).

I'm going to add terrain brush to the list anyway and I'll look into it at some point to see if a simple implementation is possible.

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Thanks for reporting these. The import should be tighter since (v0.1.3), both for tiles and various tile sizes and palettes.
The  freeze, if it happens again, there should be a developer console in the View file menu, if you could screenshot any errors in there it might help narrow things down.

Not a problem! Will continue to work on and improve. Hopefully the Linux version works fine with shortcuts etc, I've not been able to test yet being on MacOS myself.

Great idea, just trying one out where you can import a GB Studio frame, drag to size and also make your own custom one out of tiles, seems to work pretty well, will add to the next release when ready.

Hey Andrew, the game is finished! – bar testing (which it's in at the moment) and any bug fixes that might arise. I'm just putting together the box/manual, trailer, marketing stuff etc. Expect news on release in the next few months and thanks for following the project!

Thanks!

Thanks Annie! It's going to be GBC, I might try and get a stripped back DMG version working at some point in the future, if there's demand, but as it stands now it makes use of too many GBC features for lighting effects, performance in action scenes and a few other things

Congratulations on completing the demo and thank you for the comments!

Great tool thank you for making, FYI the download button didn't seem to work in Safari for me, but did in Chrome.

Really clever idea, this is great!

Hi vernSL, thanks for the interest! It's a little too early for me to tell for sure, until I have some other people run through it in the QA testing who don't know exactly where they're going, how to solve everything etc, at a guess, 5–7 hours depending on thoroughness? However it's very choice based and there are multiple endings and difficulty levels to encourage replayability.

Hi Russ, it'll be coming out as a physical release next year, but I'd expect the announcement and details to be a few months into the new year, once I have the final version it'll still need lots of testing and inevitable bug fixes, and I've got a manual, trailers etc to put together too.

Thank you for staying interested all this time!

Hi Bruno, thank you for the support! I appreciate that and do plan on making the digital version accessible on here when I'm able to.

It's a bit close to completion now for it, but it's a fun idea!

Haha, thank you! Good news, it's (finally) very close to completion, probably around a month or two from finish...

All thanks to feedback received so I'm not just imparting my preferences on people! Thanks!

Glad it's not just me!

Not a problem! Glad it's useful

Yeah, my situation’s a bit different to ITD2’s, so a digital version is probably a year or so away, but I’ll post an update here if anything changes!

Thanks so much for your patience and for continuing to ask about a digital version, I really do appreciate it. To be upfront: when Tales of Monsterland DX launched, I’d been told digital was on the cards and would follow, which is why I reassured you it was coming.

I’ve only very recently been told by the publisher that their plans have changed, and they no longer intend to release digital versions. I know that’s disappointing, it’s not the news I wanted to share after a year of saying ‘soon!’, I was simply passing on what I’d been told at the time.

I’m really glad the game got a physical release, but I absolutely hear how much players wanted a digital option. If that changes with the publisher or once my contract ends and I’m able to offer it myself, I’ll post an update here, or if you’d like, feel free to drop me an email and I’ll make a note to let you know directly when that time comes.

Thanks again for sticking with it and caring about the game. It really does mean a lot.

– Joel

The save game option actually has to be within the modal, as it needs to be within the same scene you want to save/resume in, rather than in a separate menu, otherwise it causes complications/doesn't work properly with some other game systems like the ship's teleport and bringing things back in the correct place on a load. So I won't be able to change that (at least not at this stage anyway).

Loading however has its own new full menu/screen now showing what the slots have in their contents, what planet you're on, your progress etc (which will make it into the next version).

As there's a single slot free on the pop up menu, I just tried out what feels like a good improvement, splitting the not quite fitting menu link 'Status' into, 'Your Status'  and 'Your Items'. So you can now go directly to the Items from there.

Not at all, any feedback is useful in one way or another and always welcome so thanks! And if it’s feasible, I’ll certainly try and address.

I get what you mean here. While Select is in use (it toggles between the throwable teleport device and attack), I know it can be slow switching between the menu screens, in addition, you’re more likely to need to go back to the item screen often than the other screens. 

I’ve created an issue to see if I can record the last menu screen you were on, and you go back to that one when you press start, which should mean you end up on the item screen more often than say the Character screen which updates less often.

Hey, thanks for the interest! While it's not quite ready yet, I'm just working on the final pieces of content now, I aim to have it finished later this year and then plan on having physical as well as digital versions available.

Yeah for sure, Delta is okay for turned based stuff, but anything with precise controls gets tricky quickly!

I'm sure you'll get a chance to get another one soon!

‘Sort of’, I did spend a lot of time working on DMG/Pocket compatibility at the start as these are the systems I’m the fondest of. 

Earlier versions ran better on DMG, although quite a lot of effects had to be stripped out for performance or other reasons (reflections, weather etc), some palette lighting effects and a reduction in actors and AI. 

Since v4 of GB Studio there’s been a further hit to the performance on DMG, so I’m currently completing development as Color devices and upwards, with plans to go back and optimise, cut if necessary and decide if the experience can be made good enough to include DMG support, hopefully so but afraid it’s not a definite.

Hey Russ. Thank you for following and supporting ever since Tales of Monsterland! It means a lot. 

I've pretty much been working on this ever since finishing that game at the end of 2021, so I hope the final thing lives up to expectations! (I just finished implementing several endings, so it's definitely getting closer!).

I do want to get a physical release of this and confident that'll happen!

Hey thank you so much for the support and for following my progress!

Hi, yes, you won’t be able to get access to two locations in the demo as they require having visited the other planets

Hello and thanks for sticking around and caring! Yes I've been told digital versions are happening, but there's still planning around it and I guess building out how the digital versions will be made available and maintained since it's still a new publisher, but it's definitely going to happen and digital is not forgotten about (it's  just taking a while, I'd expect this year though!).

Enjoying it! Reminds me a little of Superfrog/PC platformers with a ton of Zool candy!

Awesome, congratulations on completing it!