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Mister Twister

34
Posts
1
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2
Following
A member registered Jun 09, 2017

Recent community posts

This error showed up when starting:

[2017-10-10 @ 22:04:25.294] [configure] configuring C:\Users\Robbe\AppData\Roaming\itch\apps\Astro Lords Oort Cloud
[2017-10-10 @ 22:04:25.310] [configure] native-configure yielded execs: [
  "396412.exe"
]
[2017-10-10 @ 22:04:25.312] [configure/compute-size] computing size of C:\Users\Robbe\AppData\Roaming\itch\apps\Astro Lords Oort Cloud
[2017-10-10 @ 22:04:25.858] [configure] total size of C:\Users\Robbe\AppData\Roaming\itch\apps\Astro Lords Oort Cloud: 313.18 MB (328390397 bytes)
[2017-10-10 @ 22:04:56.570] [launch] itch 23.4.2 launching game 120512: Astro Lords: Oort Cloud
[2017-10-10 @ 22:04:56.570] [launch] looking for manifest @ "C:\Users\Robbe\AppData\Roaming\itch\apps\Astro Lords Oort Cloud\.itch.toml"
[2017-10-10 @ 22:04:56.573] [launch] No manifest found (no '.itch.toml' file in top-level directory). Proceeding with heuristics.
[2017-10-10 @ 22:04:56.573] [launch] launching prepare for native
[2017-10-10 @ 22:04:56.574] [prepare/native] launching windows-prereqs
[2017-10-10 @ 22:04:56.577] [windows-prereqs] no manifest, nothing to do
[2017-10-10 @ 22:04:56.583] [launch/native] cave location: "appdata/Astro Lords Oort Cloud"
[2017-10-10 @ 22:04:56.584] [launch/native] no manifest action picked
[2017-10-10 @ 22:04:56.585] [launch/poker] initial candidate set: [
  {
    "path": "396412.exe",
    "weight": 0,
    "depth": 0,
    "score": 0
  }
]
[2017-10-10 @ 22:04:56.599] [launch/poker] candidates after poking: [
  {
    "path": "396412.exe",
    "weight": 328390397,
    "depth": 1,
    "score": 100
  }
]
[2017-10-10 @ 22:04:56.599] [launch/poker] candidates after sorting: [
  {
    "path": "396412.exe",
    "weight": 328390397,
    "depth": 1,
    "score": 100
  }
]
[2017-10-10 @ 22:04:56.599] [launch/native] executing 'C:\Users\Robbe\AppData\Roaming\itch\apps\Astro Lords Oort Cloud\396412.exe' on 'windows' with args ''
[2017-10-10 @ 22:04:56.599] [launch/native] no app isolation
[2017-10-10 @ 22:04:56.600] [launch/native] spawn command: "C:\Users\Robbe\AppData\Roaming\itch\apps\Astro Lords Oort Cloud\396412.exe"
[2017-10-10 @ 22:04:56.600] [launch/native] working directory: C:\Users\Robbe\AppData\Roaming\itch\apps\Astro Lords Oort Cloud
[2017-10-10 @ 22:04:56.604] [launch/native] command: C:\Users\Robbe\AppData\Roaming\itch\apps\Astro Lords Oort Cloud\396412.exe
[2017-10-10 @ 22:04:56.604] [launch/native] args: []
[2017-10-10 @ 22:04:56.604] [launch/native] env keys: [
  "TMP",
  "TEMP"
]
[2017-10-10 @ 22:05:07.297] [launch] error while launching da57140d-7221-4195-bd24-e222fd4ccc26: spawn UNKNOWN
[2017-10-10 @ 22:05:07.299] [launch] crashed with spawn UNKNOWN
[2017-10-10 @ 22:05:07.300] [launch] spawn UNKNOWN
[2017-10-10 @ 22:05:07.300] [diego] diego here, looking around
Caption                    OSArchitecture  Version     
Microsoft Windows 10 Home  64-bit          10.0.15063  

Caption                                MaxClockSpeed  Name                                      
Intel64 Family 6 Model 142 Stepping 9  2904           Intel(R) Core(TM) i7-7500U CPU @ 2.70GHz  

Name                      
Intel(R) HD Graphics 620  
NVIDIA GeForce 920MX      

diego out

Why not made for windows? :(

Why not windows :s

I'm with lemur on this one.

A fullscreen gives me more of a feeling that I'm playing a game. I can't really express myself, it's just a feelling :)

You can give the players the choice in the options menu

I tried it and it's the same fatal error as I described before. But since the 1.2.5 I didn't encounter this

Actually funny too :p

But everything is possible :)

(1 edit)

I also saw that when the game is minimized and I right click in another program, that the game turns into inspection mode

I just wanted to add where you can find the things you mentioned, like you did with you said how to move or settle.

Just pointing out where you could find the house-option and where you could find the place-road-option

You explained what I asked :)

But what happens when I don't build houses for my people?
Because when you don't have houses, you don't need much food. Or is this a thing that you are working on with the happiness thingy?

How does the usage of the food and the wheat work?

Pretty big I must say :p

How much wealth and how many people do you have?

Also, isn't it more laggy when you want to place a building? For example, the game runs smooth, but when you are placing a house, it gets laggy until you clicked?

I don't know who mentioned it, but when you place a road over a mountain, and then remove the road, there is grass underneath.

But I think in the first place, we aren't meant to be able to build roads on mountains?

As soon as I saw your Mister Twister Double Brickwork, I gave you a +.

2 things I would like to add:
1) To build stuff, you have to go to the Construction menu.
2) To build/ remove roads and cut trees, you have to go to the work Designation menu.

All in all, this is a good guide :)

Check the development log :)

I actually thought the wealth went up if I had more resources in surplus. But now I know how it works :)

With the system you now have, the immigrant groups are always equally as big as the population I have. So each immigrant income doubles my population.

If these elements are well explained while starting a game, this could be good. They also do not sound to overdone. Looking forward to it :)

(1 edit)

First of all, I don't know how you want to implement them, it could be that you make something fantastic out of it. But for the most games I've played that had gods and/or religion made it to complex yet very important to have. 
My aversion of this could be a bias of me because I can't really support my statement. It's just a feeling.

But then again, I don't know your view on these elements :)

One thing I would actually love, is the ability to take over villages from the masklings. This can be an improvement of the noble people. So you can use noble people to take over a maskling camp and this noble person rules that camp.

I don't know how the majority here thinks about the gods and religion, but I'm not a big fan of that to be honest. On the other hand, I think you can make everything fun. So I'm actually neutral.

The research point can be super handy when it comes to starting to know the game.
I'am now familiar with the game, so I learn the game step by step whenever a new feature comes. But when I would have seen all the options I had at once, I would've been overwelmed and less interested. So I would add the research to let the player learn the game step by step.

Happiness and morale would be awesome. I would add that the work rate of the workers are affected by the happiness, and the morale affects the damage a warrior can give to a maskling?

I don't know if you were inspired by me for the advanced housing, but I would like it.

For luxuries I would like to add a theater and an arena for gladiators. Just big expensive buildings that serve no big purpose except for happiness and morale and are cool to look at.

Diffrent enemy types with each a special ability can be fun. So you have diffrent warriors to attack diffrent races because of their strenghts and weaknesses.

For wheater and seasons, will you add that for example, you have to make sure you have enough wheat when winter comes? Because in winter there is no farm income?

If you add the random events, make sure you can do something about it and that your only option is not that you have to watch your city being destroyed,, but that you can prevent/work against these events by building stuff.

Pig breeding seems a good idea :)

For the chariots, could you add horses into the game?

For the boats, I would love to see diffrent kind of boats. Boats for battling, boats for transporting goods, and boats to transport people to start a new settlement.
For this you can add that masklinks can attack you from the water.


I like your efforts you put in the game and that you listen to everything we say :)
Big thumbs up for you as a developer!

Actually, I like the simplicity of the art. Sometimes less is more and for me it doesn't need to be to fancy.

(1 edit)

The radius of your settling keeps growing as your population grows.

The fatal errors is something I have trouble with too, only with a 600 population :p
But with the 1.2.3 I think it's fixed?

The masklings indeed retreat when one dies, none of them gets to a building because they get scared easily.

New ideas:
- Big scouting tower to view a larger area. Maybe with this tower, you can predict the number of masklings that wil attack you and from where they will be coming. So that you can prepare yourself for this. Also, larger number of masklings attacking would be a nicer challenge. Right now it gets a little boring because I just have to make sure there is no resource shortage. Controlling your own soldiers would be good to. When I got attacked, my soldiers only went to the towers so I have no big advantage from having them.

EDIT: Because now you cannot push the "sound alert" yourself, I sometimes have to wait a large amount of time because they come over the mountains. Can you implement a choice? So I can choose how close the enemy has to be before the alert goes off?

(1 edit)

The new update (there are now red crosses where there is already a building) makes it lag when I have a lot of buildings.

I have 300 villagers, and the game runs smooth. But whenever I now want to build a new building, it gets laggy as hell.

Also there seems to be a problem with the saving or with the reading of a saved file.
I want to start the game, but it says "Fatal Error, Bronze Age encountered a fatal error. The exception has been reported, and we will try to fix the issue as soon as possible. Check itch.io for updates, as the problem may have fixed already."

So now I can't play a saved file.

(2 edits)

I don't know what I do wrong, but with the update, the masklings do not attack me.
I've now been playing 1 hour without an attack. So I can't give feedback of the barracks :s

Not one time my game has crashed with the new update, so that is a big step :)

Some adjustments I would like to see:
-A '++' and a '--' in the tab "Work designations". Because my previous game crashed totally, I started a new one, and I can built pretty quickly now. My population is again 300+ so I have to click a lot to up my work designations.
-Without hovering above a building I want to be able to see the progress. This would be a nice feature I think.
-The exits of a building can't cover the same area. Is this a bug or a feature?

I now play the game on my laptop and I noticed the speed of the game on my laptop is significantly faster while my laptop is less powerfull than my pc. What is the cause of this?

I do have it enabled, but sometimes I just want to save the game when I want to place 10 buildings or more.

An error occured today. When I start the game, it automatically crashes. So all I cannot build further on my previous progress.
The game made a notepad on my desktop with this in it:

========== 13/06/2017 13:47:39 ==========
Fatal Exception Encountered

   at Bronze.Simulation.Services.SimulationManager.OnUpdate(Single elapsedSeconds, Boolean pauseSimulation)
   at Bronze.Gameplay.State.AbstractGameplayState.Update(Single elapsedSeconds, InputState inputState)
   at Bronze.Gameplay.State.PlaceStructureGameplay.Update(Single elapsedSeconds, InputState inputState)
   at Bronze.UI.BronzeAgeGameBase.Update(GameTime gameTime)

Inner Exception Follows
Destination array was not long enough. Check destIndex and length, and the array's lower bounds.
   at System.Array.Copy(Array sourceArray, Int32 sourceIndex, Array destinationArray, Int32 destinationIndex, Int32 length, Boolean reliable)
   at System.Collections.Generic.List`1.ToArray()
   at Bronze.Simulation.Services.DeferredEntityAdder.OnTurn()
   at Bronze.Simulation.Services.SimulationManager.PerformUpdate()
========== 13/06/2017 14:20:38 ==========
Fatal Exception Encountered

   at Bronze.Simulation.Services.SimulationManager.OnUpdate(Single elapsedSeconds, Boolean pauseSimulation)
   at Bronze.Gameplay.State.AbstractGameplayState.Update(Single elapsedSeconds, InputState inputState)
   at Bronze.Gameplay.State.RootGameplay.Update(Single elapsedSeconds, InputState inputState)
   at Bronze.UI.BronzeAgeGameBase.Update(GameTime gameTime)

Inner Exception Follows
Destination array was not long enough. Check destIndex and length, and the array's lower bounds.
   at System.Array.Copy(Array sourceArray, Int32 sourceIndex, Array destinationArray, Int32 destinationIndex, Int32 length, Boolean reliable)
   at System.Collections.Generic.List`1.ToArray()
   at Bronze.Simulation.Services.DeferredEntityAdder.OnTurn()
   at Bronze.Simulation.Services.SimulationManager.PerformUpdate()

I don't know if you can do something with this? :)

Another thing,, now I save sometimes by clicking "Sava and quit" because I'm scared it's going to crash. Could you add a save button? 

Indeed, worker priority would be a good feature like you explain it. So a prioritylist that says what jobs need to be  done and how much workers it requires. So you can adjust this list and you can see how much workers are doing what. Would be easier to control indeed.

PS: I like the name "The mister twister double brickwork start"

I don't know what your total plans are on this game, but I think it has a lot potential to grow big. For upgrades on the masklings and the attacking system I would like to see:

-Barracks to train soldiers (Like i posted in the other comment section. I think this would improve the game a lot because now, the only defense mechanism are the towers. 
Building further on this idea. I would implement the ability to attack/take over maskling camps. So a second settlement can be build like that. For this, the masklings need to build a city with the elements you have to build your city with. But I think this would make the game more entertaining. 

-Implementing big houses/appartments. In my game now, A wave of 300 immigrants strenghtened my city. So I have to build 300 houses which is a ton of work.
In addition to this, you can add a function where you hold shift en move your mouse where you want to place a series of buildings.

-A fast forward button would be handy when you just have to wait.

Hope I don't irritate you with all my enthousiasm about this game :)

No bugs, but its pretty fucking hard :p

But maybe you can add mouse aiming? It would be easier to control the player.

Just found out a bug I mentioned was my own fault. 

"-Some villagers are getting stuck searching a new home (only when my village was 70 people or more). They just stand still on a spot without moving. If I press RMB and hover over them, it says "searching for a new home" while there are around 10 empty homes left. First 1 villager had this problem, but with incomming immigrants, now 5 villagers have this problem (I have around 300 now). All the villagers that have this problem are faced towards and are close to the water."

I now know these are immigrants that are just trying to create a new settlement. Sorry :)

(2 edits)

I can't built new settlements for some reason. I made 50 immigrants from 50 idlers, but after I did that, my village had just fewer people without the ability to build a new settlement?

EDIT: Found out how :)

How do you see the designation of workers? In my pov, it would be to complex to do (By this I mean for the player. An overcomplex game always destroys the fun for me). The AI is awesome by itself and produces whatever it needs. You can do a little designation of your workers by saying how much workers that have to work on the roads/cutting trees.

3: I don't have this problem. When you push RMB and hover over the building, does it say "Keep manned" or "Don't keep manned"? When it says "Don't keep manned", there should always be a villager inside.

5: My pasture got pigs after a lot of time. So I would say "be patient" :p


On your tips to improve the game:

I would indeed enjoy soldiers in the game, because the only thing you can defend yourself with are the towers. This can be done with the adding of barracks perhaps? Where you can train a certain amount of soldiers. Let us say you can have 10 soldiers per barrack? But you can also choose whatever number of soldiers you want under 10. It would be awesome to be able to invade a camp of the attackers. So when you attacked the castle of the king from a villige, all the people there, become your people.

I wouldn't add buildings just to be able to say "there are more buildings". The buildings must have a logical purpose for the game to be enjoyable.

At last, wouldn't the game become overcomplex for designating workers to a specific task? Now it is super handy the AI of the villagers does it all by themself. When I need wheat, all my farms are full of villagers. When I need mudbricks, my brickworks are full, ... I would say this doesn't need to be added :) 

(1 edit)

I have version 1.1.4

When I had around 160 people in my village. My wealth raised like hell. Suddenly a wave of 130 immigrants came to my village. I had only 10 houses with in reserve, so I had to build 120 houses or so. Thus the amount of constructions I am talking about is around 20 houses at the same time when it sometimes crashed. Which is a lot. So I built 15 houses at a time.

Huge respect for doing this almost alone. How did you learn to do this?

(4 edits)

First of all, awesome game. But there are few bugs to fix. I've now been playing around 6 hours (because I love it), so I ran into a few.

- My pc has less trouble running GTA V than it has running bronze wars. I don't know what the cause of this is. The fan of my pc goes crazy.

- If I put to much construction things in the waiting list, sometimes the game crashes.

-Some villagers are getting stuck searching a new home (only when my village was 70 people or more). They just stand still on a spot without moving. If I press RMB and hover over them, it says "searching for a new home" while there are around 10 empty homes left. First 1 villager had this problem, but with incomming immigrants, now 5 villagers have this problem (I have around 300 now). All the villagers that have this problem are faced towards and are close to the water.

-In game there is a tip that says that I have to make immigrants from my villagers to make a second home, but when I do this, I just lose villagers without it having a positive effect.

-Because the hordes of incomming attackers is so big, they always break my first wall. So I place 2 walls in front of my towers. Because I'm already advanced in the game, my village is expanding near a mountain, so I cant place my walls in a straight line. So I have holes left between my walls and my towers. So when a wall is made, the villager sometimes jumps in the hole. Now he can't move and stays there if I don't set him free.

These are all the things I come up with now. I don't know which items from my list were already on the to do list, but I hope this my critisism helps you a lot in further development of this game. How many people are in the development of this?


EDIT: 
Version 1.1.4
1 settlement with 308 villagers with 3000 wealth

This video helped me a lot

In the beginning I start to build 2 brickworks, these make mudbricks to construct almost everything. Then a farm and a bakery for wheat and food. Now you construct houses for your peaple so the homelessness of your village goes down.

Once this is done, you can build a tower. When you are being attacked, these towers shoot arrows at the attackers. The attackers mostly come from where the most trees are. The first couple tries its just figuring out how it works, but its an awesome game :)