"Past",
"Future",
"Summer",
"Autumn", <- Pillar of Autumn, y'all?!
"Spring",
"Winter",
Oh stars, that's a text wall... So okay, I'm not interested because the game is not finished which you would know if you bothered to read, but you didn't - typical of *you people* to ask things from me without making any effort yourselves, having 0 interest in my actual game and what's it about.
I can barely get any rest from trying to earn a living from this, do you think I have time to keep my game updated on some random site with "0 monetary incentive"?
"Awesome game" you don't care, you spammer.
The game is not optimized to run outside YYC, and I have publishers, who wouldn't be interested in this either.
Another reason is that your site wouldn't give my game much traffic either. I see you have Stardew Valley with 100k downloads, cool, but there are smaller games with <100 downloads so it's not worth my time even if I could do it. Oh, haha, Fran Bow with 400 downloads, nice site, bro...
Also, I've read your other comments and seems like you 'ported' games without explicit permission as soon as you had access to non-YYC compiled games, which is a shameful behavior - as a creator I'd like to know in what ways my creations are exploited.
Kindly, please stop bothering game developers.
Light of the Locked World is a fantasy role-playing game inspired by oldschool MMORPGs.
Start a new life and find your way in a young world threatened by a mind control crisis.
Features:
Hi! Thanks a lot for your kind words, I'm delighted that you enjoyed the game!
I am working on the sequel, in finishing steps right now actually - https://store.steampowered.com/app/1786910/Magic_of_Spring/
I'm going to save your fanart and treasure it forever =p
Really captures the torment of soulless Aeon.
This is what happens when the game is compiled with YYC - works fine in VM? -
############################################################################################
ERROR in
action number 1
of Create Event
for object control:
Expected a native_cursor, got { __ptr__ : 0000021D30ED0CF0 }############################################################################################
gml_Script_native_cursor_set_framerate (line 5)
gml_Script_native_cursor_create_from_sprite_ext (line 16)
gml_Script_native_cursor_create_from_sprite (line 5)
gml_Script_window_set_cursor_sprite (line 3)
gml_Object_control_Create_0 (line 5822)
That's the code:Oh man, I hope you'll recover swiftly :o
Also, waw, the game is very cute! Keep it up.
"The stories of making your dream game first and failing hard, were all over the internet."
Eh, that's noise. They are probably talked about situations where financial success was required. Making money from games is really hard, but having fun and exploring your creative capabilities and needs, gaining experience is really easy, so just relax and have fun.
Well, any progress is good, even if a little: +1
"I think one of the main issues I have is that I can over estimate what I can do in an amount of time. I though 10 days to do the main coding, 20 days for 10 levels. It took from the top of my head 12-14 days for the main coding and 16-18 days for 4 levels."
Oh, god, I've been making games for 8 years now and I have this problem all the time. The only advice I could is: Double the expected time and pray to lords of chaos that it'll be enough.That's a beefy Post-Mortem, nice. If you can give so much effort to this, I'd guess you'll be fine.
"I found keeping everything as a simple .txt document to be the most effective for me."
That doesn't sound like a bad idea at all.
"As the old adage goes: "No plan survives first contact with the enemy," and I think that's especially true when it comes to any sort of creative endeavor."
Big true.