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mj.Jernigan

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A member registered Sep 11, 2016 · View creator page →

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You raise a fair point that I should list the relevant controls.  Done.  (PageUp/Q and PageDn/W are listed as prev and next page -- and can only guess that is in case a menu or dialog runs over to the point that arrows keys aren't enough -- which doesn't happen in Dig.)  Yeah, I'm more interested in writing the game then peaking under the hood of the game engine.  (And, as you know, the last time I did that I ended up rewrite the engine [now, Pogo Game Engine]... so, probably best not to go there again... especially during a game jam.)  But, I was wondering why the Mac build was twice the size of Windows.  Windows doesn't use NW.js but has a nw.dll instead.  Looks like a cop out on the Mac.

RMMV does have a build option to not include unused assets, but it's not very good at it.  Probably because the default rigging references a lot of assets and I would need extra time to go clean all that out (or just whack the asset files I don't recognize).  Not a high priority in a game jam.

I am amused by the meta situation that because Dig wasn't deep enough for you yet, you found another way to dig deeper.

Yeah, Donald is fun and an easy personality to write for (plenty of source material there).  And, yes, Danny is the main character you interact with, and the one that moves the story along.  He sends you off on small errands or tasks to do.  The current content ends just before the first of those.

Anyhow, this was a test of working with long-form and branching dialog in RMMV -- neither of which it does very well.  I spent the first 16 hours testing map sizes, trying to figure out how to make large holes in the terrain (not easy -- the rocks around the oasis is a side effect of that), playing with the character generator, loading plugins for richer text and whatnot, and stress testing the dialog system, etc.  Thus, that left only about an hour of content writing with a difficult dialog tool.

But... as mentioned before, it did inspire me to then write my own dialog parser in JS where I can write an entire branching conversation into a single string with very simple markup for branching and avatar expression.  I even wrote a syntax hiliter for it.  Thus, I should be able to get much further much quicker next time.

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The macos version has been fixed.  The difficulty of cranking out dialog in RPG Maker in this test inspired me to later write my own dialog tool for RPG Maker.  I use it in another game I have yet to release.  But, should I bother, it should make finishing this story much easier.

Thank you for the report.  As I recall, the macos build was just a hail-mary test of RPG Maker MV's mac export.  Given the obvious +x problem, I surely didn't test it during the game jam and never found time to come back to it.  I'll see if I can build from my second-hand mac mini and see where that goes.  Or, maybe just go for HTML5.  Don't recall why I didn't.

For all the people who aren't reading this, a Linux build was just published.  You can find the devlog on this here:

https://muddydesert.itch.io/gritsracing/devlog/110316/linux-build-released

I can't say I knew it for sure either... but it's been in the back of my head for a long time.  Then the AI agents forced the issue and, voila, we have banked turns of various stepped degrees!

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Oh, yes, the demo was released on Steam last Thursday, Jan 31.

https://store.steampowered.com/app/907190/GRITS_Racing/

GRITS Racing community · Created a new topic Linux anyone?

Is anyone interested in a Linux build of this game?  While we intend to eventually publish a Linux build of this game, it's not very high on our priority list at the moment.  We currently don't have a Linux test platform but, yes, it wouldn't be terribly hard to create one either.

Regardless, I wanted to put this question out there in case there is enough interest to persuade us to move this up to a higher priority.

Yup, it was this month... on itch.io anyway.  Still working on the Steam release.

Well, obviously it wasn't that month.  Maybe this month.

We've been hard at work at getting the demo out the garage door.  Hopefully it will be this month.

Another limitation here is no Twitch or other streaming.  Ugh.  This is annoying crippling to getting the word out.

"You rescued 0 things."  Freakin hilarious.  Guess I should have obeyed the first instruction: "Grab a friend...."

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Thank you!  A fine idea, I'm sure.  The collection just grew somewhat unpredictably from one to many the more I got distracted by the challenge of editing various fonts.  Thus, packaging them is something I never cared to go back and do after the challenge wore off.  Maybe if they got more interest.  The collection makes a bit more sense on the GitHub page where it's maybe easier to find the ones you want.  As far as I can tell so far, most people download only one or two.

Or... follow the GitHub link above and download a zip of the repo.  UPDATE: Added a download button to the top of the list that links to the repo's master.zip.

Resurrected from the dead games of the 1980's comes a game of red-shirt-style attrition by a crew of other resurrected characters from, well, before the 1980's!

Landing Party of Legend

The game engine is pretty much complete but the content is only about 30% done.   Regardless, there is enough here to abuse or amuse you with.


Only 496 more drawings to add and this could be ready to play for real!