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A member registered 48 days ago

Recent community posts

Thanks! .. Yeah that's the funny part, I don't even have your music on..  So my first thought was that your background sounds (birds) was the problem.  But I would think that a developer would want to own the rights (or have "royalty free" rights) to everything they are putting out.  With that said, if I add music or sound effects to my vids (which I might), I have 5.5GB of HD audio I got from Acid Music Studio "royalty free".  I use Reaper for my audio production.

On the note of disputing, I didn't have to dispute, it just said that it would put ads on my video.  I disputed it because of principal, as I knew there was nothing there that someone had a copyright on.  Anyhow, we'll see how that goes when they respond.  Should be pretty cut and dry, as their claim is about the music, and well, I do not have music "on"..   sorry for repeating that.  Hope I don't have too many stupid challenges getting the channel off the ground.  I might be opening a new YT account anyhow, we'll see, have to research a few things.

I don't know your current algorithm for sorting.  But what if you used the actual date & time stamps from the saved files?  Is there a real need to store the date and times "inside" the file?


Created a new topic Saved Game Sorting

I see that in your pic, they are sorting by date, but not by time.  Meaning that you saved "Test1", came back and saved "Test22222222".  So if there are 12 saves for that day, then the latest one will be at the bottom.  See pic #2.

In my pic shows it a little better.  As I number my saves in order.  What about sorting by date & time?  So that the users latest save is at the top?


Created a new topic Prisoner - Video
Here is the first video.  I've created a playlist called: "Ashore - Testing".  Already got a copyright mark on the video for music, yet, I have no music on my video.  We'll see how that pans out, as I have disputed it.  I am hoping to create another playlist, for regular game play of Ashore.  Still working out some video related items.


Posted in Game Update #71

Very nice! .. time to play

Posted in Game Update #70

Roger that.  Seem that the metal stairs don't have a problem anymore.  Just the wooden ones.

Still haven't gotten to play this update much, later today I will.


Posted in Game Update #70

Sweet update!  I will need to play tonight..   what's this?

1-Player's slope limit value changed (testing)

Very nice update.  Can't wait to try it out.


Yeah, back in the 80s I acquired that name, because in forums, before there were "internet forums" -- There were BBS forums.  Yes, back when a 14.4 dial-up modem was the sh!t.  I would usually need to end my paragraphs with no offense.. 

Always a pleasure.  If you have the video now, I will remove it from my server.


Noah would be kewl...  in case you haven't put it together yet, Noah Phense = "no offense"   ;)

Maybe not even a screenshot key or any of that fancy coding.  Just make another Display type like you have FPS/Survival.  Could call it "Minimal" .. 

The electric, I will start on soon.  That is going to be a big opportunity.

(Edited 3 times)

[temp video removed]


Ashore - alpha v1.9.5 (report 1):

 ☐ Is there a way to take screen shot with out any GUI?

 ☐ the "upgrade panel" for any window-Wall or Door-Wall, is too low.  Can you set it to the same position as the regular wall.

 ☐ (idea - animal stun) when an animal gets hit, they get stunned, for 1 second.. or even 500ms

 ☐ snapping window fence (like how we snap door), while you are at it, you could rename it to "Metal Window".  (maybe later, you make a wooden one)

Regarding naming conventions, not necessary to do it now, but here are 'windows' and 'shutters'.

"Windows" // LINK
"Shutters" // LINK


 ☐ It is hard to get started on this, as with every update, I start a new map.  Maybe I wont do a restart on the next version.

If your consumable inventory is full, you cannot pick up stone, metal, or wood from the ground.


I certainly will.  Check your email from "contact".

That's kewl.  I think I might start making videos of Ashore.

I've already played around a bit with the gif site. Lots of options. I'll have to start using that. 

Posted in Game Update #69

Oh boy... here we go!  1.9.5

Dude.. shelves, hanging torches, mountable signs.. woot! .. 

When you do add the clock to the GUI, maybe you could make it a toggle under Display in Settings?  Or the easier route would be to set it as a toggle and let the user have a hotkey for it in the Controls menu, like you have the "H" for hide chat..  [maybe "T" for time?]

I realized my last post was a little long winded.  So I am emailing it to you.


(Edited 1 time)

Sall good, wasn't sure if it was a bug or just by design.


EDIT //  didn't know your streamed.  YouTube, Twitch or both?  What's your stream link page?

No rush, pace yourself.


Ashore - alpha v1.9.4 (report 1)

 ☐ (bug - inventory overfilled) if my consumables are full, and I kill some animals, I can overfill my inventory

 ☐ (gui - ammo count, little box near weapon) 4 digits, aka. 1543 (I don't think it's going to fit.) [that's what she said]

 ☐ (bug - blueprints) I learned the metal stairs, saved the game, came back in, needed to learn the metal stairs again.  You can more or less ignore these, or again, put them into a file for when you drill into the bp system.  I will keep adding them as I see them occur.  Just so that they are not lost.

 ☐ (bug - collision(?)) You can run up the stairs with no problem.  Can't walk up metal stairs.  More specifically, you cannot walk directly facing the metal stairs, it will not let you up the stairs.  But if you approach the stairs from an angle, left or right, you can get up the stairs.  To be clear, these are the metal stairs that go from ground plain and connect to a foundation block.

 ☐ (cosmetic) is it possible to allow more chars on the wooden sign?  Seems that there is quite a bit more space on the sign than 7 chars.  Love the font.  What font is that?

 ☐ (idea - storage labeling) for all the OCD folks ..


 ☐ (..) 

..and here's one with nothing above it, yet.

PS -- what are you using for your animated gifs?

It appears that I cannot put down any floors underneath the 3 foundation pieces.  (pics)  If there's no problem with it, you can see by my beautiful design work [grin], that it would be a nice addition.

What's weird is pic #2.  Where it shows that you 'can' put a floor on one of them, if they don't have one above them.





Roger that on the boolean.  Personally, when I code something that is off, I have it in the false state.   // like to keep it real  ;)

Posted in Game Update #68

LOVE the sleep menu, NICE JOB on that !!

Posted in Game Update #68

Wow .. incredible update! .. Sheep still giving 1 meat.  Even shows it here on your animated gif.

Going back in to check out the new features.  Love the new graphics.

(Edited 1 time)

Ashore - alpha v1.9.3 (report 2)

* (bug) you can exceed the 45 count in the vegetation inventory

* (spilled seed [grin]) if vegetation inventory is full, and you extract the seeds from more fruit, and you are not able to add them to inventory and you lose those (5) seeds that you just crafted in the Seed Table.  The newly created seeds that cannot fit into your inventory are destroyed when you click cancel.

* (weapons idea) be able to unload a gun, put ammo back to 'ammo count', hate selling weapons with ammo in it .. ;)

Question: Are you planning on making ammo for each weapon?  Just curious.

* (note) keep having to learn the 'window fence' .. 

* (im an idiot) never realized that there was a clock in the STATS menu .. -- still doesn't change my thoughts about the clock in the gui

* (gui time clock) When you do add the clock to the GUI, maybe you could make it a toggle under Display in Settings?  Or the easier route would be to set it as a toggle and let the user have a hotkey for it in the Controls menu, like you have the "H" for hide chat..  [maybe "T" for time?]

* (crafting) Metal_Long created with STONE .. (pic)

* (note) Was curios about the ammo count being in all boxes of all items.  (pic)


* (generators / fuel) I'm guessing that fuel consumption has not been implemented yet.  Which is totally fine with me while I'm just starting to test all the electrical components.  ;)

* (note / bug) if fuel is in my hotbar, I cannot add it to the generator, I have to place it back in my inventory first .. 

* (idea) be able to pickup all electrical items back into inventory

Good evening,

(#2) Scratch all the rotation crap, it's not needed.  If you leave it all the way it is, it will be fine with the exception of this bug:

It's listed in the last 1.9.2 report.  As mentioned, it fixes itself after a load and save.  It is always reproducible.  Anytime you load up your game, and start making new floors, the boards are the wrong way.  Until a save and load.

I could careless about the overall direction of my floor boards.  ;)

(#4) Right now, hunger doesn't go down at all when I sleep.  Would definitely increase that, I remember it doing it in a previous version.

Forget about the wakeup time.  Don't want to have to have too many things that are different in MP vrs SP.  With that said, I only see 2 pieces here with #4.

a. add hunger to sleeping
b. add gui clock, that would be so nice!!

(#5) I understand now.  To be honest, the method that I've been playing has been quite slow.  Meaning that I am only now, making into mid-game mechanics because of constant testing.

With that said, here is an idea off the top of my head.
Make a checklist in the gui, a kind of journal, a list of goals related to getting off the island.

 ☐ 4000 aluminum
 ☐ this blueprint
 ☐ that blueprint
 ☐ special motor part
 ☐ etc


I have found similar, where I thought, a section was empty on the right hand side, but what I needed to do, was scroll, as the screen was emptied, but when I scrolled up in that "empty looking section" there were my items.  

code fix: when ever we click on the mini-tabs, have a routine run to refresh that section, ie. sort and have it scroll to top(?) ..


Posted in Game Update #67

I like the new pic you have here: https://ashore.itch.io/ashore

(Edited 1 time)

Ashore - alpha v1.9.3 (report 1)

* (stones) Just how you did it with the tree.  Where we got the sticks as well as the wood, from a destroyed tree.  Can we do that with the boulders?  Show on the right, graphically, that we got those 'extra' rocks.

* (interesting) I did learn that you "can" rotate the foundations, and that will dictate the "concrete upgrade" pattern, and the wood grain pattern when you lay the wooden floor.  With that said, rather than creating "rotate'able floor tiles", you could just make all the foundation pieces have a nice wood grain pattern, showing the user which way that his floors will be later.  Right now, when you rotate the foundations, they are pretty low texture and you can tell its direction.  Just an idea.  (other option is to make everything have the ability to rotate)

* (sheep) It's not important at this stage, as it will be part of balancing.  Rabbits and sheep give one meat, maybe bump up the sheep to two meats.

* (idea / time) When you sleep indoors, you don't really know when to wake up, as you can't tell what time of day it is.  Maybe you want to sleep during the day and hunt at night, or vice-versa.  There are multiple ways to approach this, I will list some thoughts below.
a. Create an on-screen clock.  If I want to wake up at 7:00 AM, then I click the wake button when that time rolls around.
b. Create input dialog to ask the user how many hours to sleep, but still keep the "wake" button, so that they can get out of bed if they so desire.
c. Create both, (a) and (b).  ;)

* (PARTS storage) I have BP_Part1 (blueprint) and 150 Aluminum in my inventory (under PARTS), I don't see a "tab" for PARTS in the new mini-tab dialog you created, while I have a storage container open.  However, I do see that PARTS stays with you even after you die.  Had to test that.  I could see if maybe I had picked up my backpack and had some parts in it -- that was not the case.  Immediately after death, I still had all my parts.

So maybe your plans are to add the mini-tab to storage transfer and allow the storage of "parts"(?) ..  then let us lose EVERYTHING upon death.


* (null) have not started reporting on this yet

Posted in Game Update #67

PS -- I'm going to upload reports more often.  Some will be quite short, some a little longer.  Just don't like them being that long.  ;)


(Edited 1 time)

Those look sweet!  Damn 1.9.3 .. ok, I'll start a new game file.

No need to rush the electrical, I was just wondering if I was doing something wrong.


Posted in Game Update #67

Wow .. sweet as$ update! .. was going to bed, but now I have to go check this out.

(Edited 2 times)

PS -- Just finsihed playing with all the electrical.  I'll add a new section to the main reports, for Electrical .. 

Quick question .. ATM there is no way to string up multiple lights right?  Because it appears that everything only has one input and one output.

(Edited 1 time)

Always a pleasure.  Keep up the great coding.  Scratching off the campfire idea.  It really doesn't get that dark in the game.


(Edited 3 times)

Ashore - alpha v1.9.2 (report 1)

(Let me start with, LOVE the new updates.  Going to play some more tonight.  I will keep a file open for "report 2".)

* (ui) Game Menu: controls -> ACTIONS column, KEYS column, do the same thing you did to the game side, with regard to scrolling with the mouse wheel.  Increase increments on ACTIONS and KEYS vscrolls?

* (ui) If I use E, to open a crafting table or workbench, chests, furnace, pretty much anything that can be opened or accessed with E, close with E?  [Same as you did for K, C, and I keys.]

* (ui) "F2" opens guide, "F2" to close guide?

* (ui) "ESC" opens main menu, "ESC" to close menu?

* (idea / hot-bar) scroll-wheel to roll through hot-bar, (scroll toward user = scroll hot-bar item-selection from left to right) .. 

* (bug) If you are running, and you open your inventory, you slide for a bit.

* (note / bug) If I destroy a metal window after it is placed (x key), I get some materials back.  If I destroy a metal window while it is in my inventory, I don't get anything back.  Not sure about other items, have not tested yet.  I am sure it just hasn't been coded yet.

* (texture) I'm sure you are still doing a lot with textures, so I wont call them bugs at this time.  The nice wooden window-walls don't line up.  The wall with the window hole in it.  (image attached)

* (related to above) I've decided to hold off on the naming-conventions (text displayed to users) for a bit.  For example, the current "window fence" would be called a "Window", more specifically, "Wooden Window X" or "Metal Window X".  The item you have listed currently as "Wooden Window X" or "Metal Window X", those would be called "Shutters", or more so, "Metal Shutters X", "Wooden Shutters X".

* (ui) There's no way back to the MAIN menu, from the CHARACTERS menu without selecting a character.

* (bug / audio) Animals make walking noises after they are dead.

* (idea) wall torches, yummy ..  (but still keep torches that you can place on the ground)

* (clipping) stairs clipping through exterior walls, or any walls.  Maybe just shave a tiny bit off both sides of the stairs.

* (hot-bar) If I have multiple placeable items in my hot-bar, I am stuck with placing the first one I have selected.  ie. I have torches and a small level_1 storage box on my hot-bar, I select the torch by pressing its hot-bar number, then I cannot press the number associated with the storage box, I must place the torch first as I cannot do anything else until I place that torch.  (not a big deal, as you can just use the P key to move it again later) .. just feels debilitating.

** (related to above) let all placeable items "cancel from placement" with RMB, just like you have setup for the campfire, once I have a campfire selected and ready to place, I am able to cancel it by pressing the RMB.

* (torch) speaking of torches, should the E option be grayed out while looking at the torch?  Or maybe you are adding a function for that in the future ..

* (bug) had to learn the "window fence" more than once.  Not sure what is the cause, I believe I had this in another report.  Maybe just add it to the list of when you work on blueprints.

* (note) lights passing through solid objects - torches outside base, light up inside base, same for lights on my 2nd floor, light up my first floor..  and when I am saying lights, I just mean the torches.

* (looting idea) make the animals disappear right after being looted

* (idea) campfires - maybe add a little more illumination to the campfire radius

* (new object: tent) (2) ingredients:
- sticks
- green part of the trees (so when you chop down a tree, you get (3 items) sticks, wood and foliage -- or you could add bushes, from that we could get foliage and a couple sticks)

[purpose of tent: to setup camp away from home, the tent would have same function as a bed]

[sucks carrying around my bed in the middle of the woods, the sheep start laughing at me, baaaaa.hhahhahaa...]

** While I was typing the above, I had the idea that there should be a chance to get attacked by wildlife "while sleeping" outdoors.

* (bug / hunger) I took a metal bed and went to sleep in outdoors for 3 days straight.  No attacks.  Also, I didn't lose hunger.

* (idea) have stamina go down, while using the axe or pickaxe (something you can do later, maybe add to your "Balancing List")

* (idea) when going to sleep, pick an amount of hours to sleep, but still give the option to wake up when you want, don't want users to feel "stuck".

* (?) Whats with the short-conical-transparent object near the pond in the middle of the map?  "What kind of sorcery is this?!"  :)

* (object size) doors seem to be short, gap above all doors

* (idea) on very first screen, where it says 'press enter', allow mouse click to pass-through? 'click the mouse or press enter' (?)

* (idea) when you press H to hide and show the chat area, maybe when it is minimized, it says "Show", maybe remove that "Show" button, as it is not a button, and cannot be pressed.  (image attached)

* (object orientation bug) if you create floors or ceilings, they go one direction.  When you save your game and load your game, and lay more floors or ceilings, they are going the wrong way..   BUT, then you save your game again, and load your game again, all the floors and ceilings are going in the same direction.  (images attached)



SAME GOES FOR CEILING TILES (this is prior to a save, after the save and reload, direction will be correct)

It seems that when the data file is being read in, "loading a saved game", you are interpreting the floor and ceiling direction as a static setting, which appears to fix the issue.  From a coding perspective, the quick fix is to let the floor and ceiling tiles be placed in that same direction in which you are "drawing the world" from the data file.

For a long term fix, allow the floor and ceiling tiles to be rotated by the user, save those directions in the "save game data file".  Of course, there's a bit more coding in this option.

I hope the above three paragraphs make sense.

Ok, done with first round of 1.9.2 .. I will edit this post as needed.