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porky11

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A member registered Apr 15, 2017 · View creator page →

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This sounds interesting. I also think about this again right now.

I already looked into your bachelor thesis. Maybe I'll read it.

I don't really want it for a procedurally generated game, but as a way to check if my structure has any exploits. I think procedurally generated maps won't be that interesting. I want one level to be vertical, one to be horizontal, one to be rather linear, one to be rather free. And I want the order to make sense.

I want to define a set of rooms, and each room should be able to generate all possible ways to order these rooms and I want to be able to specify some conditions.

Especially assymetrical paths should exist, too. Like one room where you can only leave door 3 if you have a high jump, but you can enter it without the high jump through that same door.

I also would like to include the ability to lose abilities in such an algorithm.
In one of my metroidvania ideas, you don't unlock abilities, but characters, which you can't switch everywhere. And each character has different abilities, so technically you unlock new abilities. But since you can't change characters everywhere, there might be areas where you only have limited abilities.

I hate that in most metroidvanias, you never have some ability combinaitons. You never only screw attack but no grapple beam. But there might be places where you can reach the other side of the chasm either using screw attack, grapple beam or both. There's never a situation, where you can cross only one of the grapple bear chasms, if you always get screw attack last. There's never a strong reason to cross the two-ability-chasm using the screw attack. But if you have a grapple beam and a screw attack character, you will need to use multiple ways to cross some room, if it leads somewhere where you need a specific ability. You might have to solve some rooms you've already been to in different ways.

I also had the idea of a metroidvania with alternative paths and multiple endings, where you won't collect all powerups. For example in the beginning you are on a mountain and can go left or right. And on each path you get a different starting ability. And depending on your starting ability, everything else will also change. And to ensure that some items will become unavailable completely, some paths might change during the game. They might get blocked or at least change conditions. Maybe you have to blow up a bridge in order to enter the canyon below the bridge. But after blowing up the bridge you can't reach the other side of the canyon unless you can fly. But maybe this isn't even necessary. Maybe one-way-paths are enough to achieve what I want. Or there could be abilities, which also prevent some paths. You get stronger, which allows you to open some more paths, but some unstable bridges now break if you enter them because you also got heavier as a downside.

I doubt your system can model such things, too. I want to be able to specify if all the rooms have to be used, or if all rooms have to be useful. I want to be able to specify all possible item orders and it tells me if it's possible. I'm not exactly sure what I want to be able to specify. And what I want as a result. That's what I'm thinking about right now.

Okay, thanks. I had this, too, and whatever I pressed didn't work.

I think there are better stories. But this is the hentai game on itch which I liked most.
My first VN was Katawa Shoujo. Also great. Can recommend.

Yeah, the windows version also doesn't run on my system anymore. I'll try to update some libraries. Might not be that easy.

(1 edit)

The broken link is fixed.

You have to clone the submodules and then build with `--features pns/static-build` as stated in the documentation if you want to make a build yourself, so you don't need to install pns manually.

I probably didn't check itch.io for months. And now I see a reply to a 2 years old post after less than a day :)

These elastic balls aren't that difficult to program. I do this all the time. After playing World of Goo, I reprogrammed the core gameplay in at least 5 languages/engines.

Basically you just need to do this for every connection:

fn apply_connection_force(ball1: &mut Ball, ball2: &mut Ball, goal_distance: f32, force_factor: f32) {
    let diff = ball2.pos - ball1.pos;
    let dis = diff.magnitude();
    let dir = diff / dis;
    let force = dir * (dis - goal_distance) * force_factor;
    ball1.vel += force;
    ball2.vel -= force;
}

(1 edit)

Thanks, fixed

You should upload it to GitHub or some alternative (GitLab, Pijul nest) to encourage other developers to help you.

(1 edit)

I called my visual novel engine VNgine, and it's also supposed to be a simple, but still powerful engine for VNs.

Our goals are pretty similar: Beginner friendly engines for visual novels.

I think, my text format is more beginner friendly.

It's a lot like you would write markdown.

It's basically just like you would write a drama, but with some lists for 

Your text format is a bit confusing. Why use a plus sign as argument separator?

And the features having more than one argument can be pretty confusing as well.

I mostly have named arguments instead and a powerful logic to override parameters locally. I think, the system for multiple characters I came up with is both more powerful and more convenient to use.

The left right shortcuts aren't bad, though. I might want them myself.

I don't have audio yet and some of the more advanced features like blends.

I didn't find any information about how your non linear routes, so I assume, they would be state machine based?

I'm currently using a petri net based approach as my main format using a petri net editor called pn-editor, which makes it easy to add splitting paths, where you can do multiple things in different orders, or remember choices. I'm starting to feel happy about the visualization. It can get very difficult to visualize remembering choices in a convenient way.

Both programs are open source, so you can have a look at them for inspiration. I won't post the links, so it doesn't look too much like advertisement, but they should be easy to find if you are interested.

I'll probably use your engine as feature reference, most importantly audio, accessibility and multi platform support.

I'd be happy to get into contact :)

And after the redownload I get this:

sdl2-font-context: unavailable font family and style: Segoe UI Regular

Hitting the Space key is pretty obvious. No idea, why I didn't try it ^^

Quickload gives this error:

```

debugger invoked on a SB-PCL::NO-APPLICABLE-METHOD-ERROR in thread
#<THREAD "main thread" RUNNING {10005605B3}>:
  There is no applicable method for the generic function
    #<STANDARD-GENERIC-FUNCTION DEFPACKAGE-PLUS-1:DEFPACKAGE+-DISPATCH (17)>
  when called with arguments
    (:LOCAL-NICKNAMES
     ((#:DRIVERS #:SOL.DRIVERS) (#:IMPL #:SOL.DISPATCHER.IMPL))
     #:SOL.DISPATCHER).

```

The reason the exe does not work is because of error opening libffi-6.dll

Maybe a wine issue.

But it does not work to run it (I tried `racket src/main.rk`)

Saw, there is a source, only in the game description, so no problem

I would need linux anyway.

It's kind of fun to play this, even if theres no real challenge, and probably no real goal.

But even 3D and nice BGM

Also works with wine

Ah, I got it. It's difficult to even see the bullets

Nice simple game.

I like the BGM and the pixel art.

My score was 23

```

debugger invoked on a CFFI:LOAD-FOREIGN-LIBRARY-ERROR in thread
#<THREAD "main thread" RUNNING {100525EC13}>:
  Unable to load foreign library (LIBSDL2-2.0.SO.0-4165).
  Error opening shared object "/mnt/data/home/porky11/Downloads/bombing-chap/c-deps/libSDL2-2.0.so.0":
  libsndio.so.6.1: cannot open shared object file: No such file or directory.

```

The name of the variable was `|`. but when trying again now, I didn't get the error, and it worked.

Some time later I got some different errors, but at least sometimes it works

Pretty nice game, but the intro is too long, and can't be skipped

Nice moving controls.

Not intuitive buttons.

No useful usage for the special weapon yet

exe doesn't work, build is not documented

Small funny game

oh, no linux version :(

No description/README

Controls depend on key-repeat or you have to click multiple times to move

window resizing does not work

I don't understand anything. I die when entering the big room everytime

Not much fun.

The game reminds on the Wumpus.

The fighting system is boring.

The textboxes are nice.

Build does not work. I had no ffind command, and the one I installed is probably wrong

I like the idea and the collision detection works fine, but there are some problems:

* The game is not fullscreen, so when moving out of the window, pressing space also doesn't work anymore

* When setting the game to fullscreen, the graphics do scale, but the controls stay the same (mouse position is not scaled)

Unbound variable |

White letters on pretty white background are a bad Idea. I can't read, what I should do…

A very nice word finding game. I played it multiple times and didn't want to stop :)

Many words are accepted, and there are many letters, so sometimes even pretty long words can appear.

The counter sometimes is not reset correctly.

It would also be nice to play it in other language (at least german ^^)

(1 edit)

After starting soko my microphone crashed and doesn't stop making noise.

The level selection also is a bit difficult, because the directory is not set correctly by default.

same error as some other game: "Error openign shared object"

Error opening shared object

Only works on Mac :(

Some problem: When I press space, the browser scrolls down. With fullscreen on my display this is not that problematic.

(1 edit)

Doesn't work for me.

I downloaded the source and called `lua main.lua`

I like that you tried web assembly, but I don't really get it.

The screen also is too small and the graphics very low.

Seems to be something like fire emblem.