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securas

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A member registered 308 days ago · View creator page β†’

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Cool! Thanks!

got it! Thanks! I will do that next time. It does seem like a much better way to make it! That's the real purpose of these jams ;) Learn and improve!

Thanks for the review. Yeah! I think there's a lot of polishing to be done.

The end portal is supposed to be invisible and the player needs to navigate the maze to find it. Perhaps an easy mode would have the portal always visible. Killing the enemies requires 3 hits. However, you can also hit the bullets. Hence you are often hitting bullets instead of the enemy. I could have made a system for the enemy stop firing for a few seconds after being hit, so as to help with killing it. What I don't understand is the life point system. How would that work?

cheers! I fixed some of the bugs is the post jam version but was unable to fully test the game before the deadline.

thanks!

thanks but some bugs really annoying me... The music loops, for example.

I like the graphics and the backgrounds. Also the sounds and music help a lot for the environment.

I really liked the polish and the music was great!

Created a new topic Bug fixing

Are we allowed to submit an improved version where we fixed some known bugs?

cheers!

Unable to Continue

Oh dear... Time limitations and other projects have prevented me from continuing the Green Island project. I'm afraid I will never be able to finish this in time. I guess I probably aimed far too high for my available schedule.

Thanks! Here's some feedback:

1. I'm using Mac OSX with wine so it's possible (and likely) that the configuration is not appropriate. But after a few seconds playing, I got this error:

___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of  Step Event0 for object o_block_destroy:

Unable to find any instance for object index '100234' name '<undefined>' at gml_Object_o_block_destroy_Step_0

############################################################################################

However, it did not happen again.

It's looking really great! Thanks for the detailed devlog... 400 good lines of code can be really hard to make.!

I'm looking forward to this!

I really like the glitched look! Also, it suits the lowrez!

Looking good! What kind of engine/code are you using?

Chicken looks good! Keep at it! Name suggestion: Wings

The snapiness of the menus is awesome! I also like the little dark twist of the game by having all the furries battling! Is it intentional or am I just imagining things?

Uau! This is looking seriously good and I can hardly see the need for higher resolution!

Really good idea! Straight to the point and looking good fun!

Really good use of 64x64! Please start the playable builds. I'll be happy to provide some feedback!

It's really cool that you're opening the source! I plan to do the same as soon as it is acceptable! Also, I appreciate the details on the devlog. I really think that these should be a story of the evolution of the development and perhaps used in the future as a learning tool.

It's far from ready... Still lots to do. I'm using @MortMort 's softmilk palette (https://twitter.com/mnrART/status/876871709172916226) for LD39 and adding more colors as I go.

cheers!

(Edited 8 times)

Unable to Continue

Oh dear... Time limitations and other projects have prevented me from continuing the Green Island project. I'm afraid I will never be able to finish this in time. I guess I probably aimed far too high for my available schedule.



Day 4... Already???

It's been 4 days already but only now I found a bit of time to start a development log. I'm trying to make a prototype puzzle platform game that I'm provisionally naming "Green Island". It's simply based on a character that moves around a set of floating desert islands solving puzzles in search for the legendary Green Island.


This was my first mockup that already includes the nearly current player character. This was before the decision to move to a more desert-like scenario. Then there was the decision regarding the main character... This was not easy due to the 64x64 limitation. Here are some examples of my attempts... Initially I was looking for a "prince of persia"-like character


But this was probably too large and elaborated... I also tried a flashback-like character:


But it would take me forever to make all the animations with my very limited art skill and it is also way too big. Next, I tried a variation of a character I found in OGA with a reduced size and made a few sprites for it:


Finally, the mockup decided that to fit everything that I needed in a 64x64 window, I really could not go any more than 5 or 6 pixel high character... Hence the last variation:


Here the animations are still very very unfinished. I'm now working on those as well as some dust support for the walking and jumping. The character colors are inspired by Omar Sharif's character in Lawrence of Arabia 1962 feature film though I do not want to include any form of violence in this prototype game.



But the main palette is nearly decided and I will start building the world in the game engine very soon. By the way, I'm using Godot Engine 2.1.3... Many folks are already trying 3.0 alpha but I don't think I will have the time to learn it for this jam... Maybe the next.

My first attempts using Godot with a 64x64 window faced some issues when I tried to use screen shaders for some effects. This seems to be a known bug with some limited workarounds. Anyways, I'm sticking to simpler shaders, such as cycling the clouds and such.

And this is it for now...



update... Added death by falling, respawning and some dust animations to support walking and jumping. Sorry for the mouse at the end...



Day 6:

Unfortunately, I've had way too many things to do that prevented me from devoting the proper amount of time to Green Island. For this reason there have been very few updates and I am starting to fear that I will not be able to produce a half-decent prototype of this game. Nonetheless, I will keep trying produce a few things towards the final idea.

I've been trying to introduce some active assets. In particular, the character will need to use a ropeway between islands. So I started making a simple one based on long ago ski trips. I'm still having serious problems with physics whilst the player is on the ropecar but I don't think I will have the time to solve them in time. I also added some particles  that move according to a randomly set wind variable, just to complement the environment. Not sure if they really work... I guess I have to let it sit for a while until deciding to keep them or not.


Finally... I'm looking for puzzles that I can implement on to the game. Since I'm now visiting my parents, I found this old book in my dad's library on the "Art of Wasting Time". Sorry about the portuguese title: "A Arte the Perder Tempo". Anyway... I found a few very simple logical puzzles that can be incorporated into games. So I'm going to try to use one or two of them.

Update:

To rain or not to rain?... This is my question. I have been thinking of using a rain effect I made for Godot some time ago. It works well at a (not much) higher resolution, as can be seen below.


However, the effect is not the same at 64x64. So... I'm trying to decide to use it or not. The whole idea of the game is to find the "Green Island", which is bathed by rain.


For details on the effect... It is based on the Godot infinite bubbles demo, adding collision to the bubbles. The rain drops are spritesheets, which run when starting, dropping, and/or hitting something. The scene is then composed by setting a series of collision polygons where the rain is generated and terminated without collisions as well as polygons to define the collision areas. If you are curious, you can find the details here: https://github.com/securas/raindemo

exactly... At least I could  not find any... Also, I'm using the default python 2.7 from Mac OSX

(Edited 1 time)

Here's something that might help... a random music generator by Ben "GreaseMonkey" Russell.

It generates .it files that can then be converted to .ogg using VLC.


https://github.com/wibblymat/ld24/blob/master/autotracker.py


I hope it helps

you might also want to set the test width and height; and disable filter and mipmaps on the image loader setup

finally... be aware that screenshaders do not work very well on zoomed viewport mode.

thanks for the rate! Glad you liked it! About mission two... Forget about the enemy and just run around the purple planet... They will eventually all collide with it.

glad you liked it!

Very nice game! I really enjoyed the tunes and the graphics are to the point!

Probably nothing but AVG was complaining about the game file

Really good graphics! This game really nicely polished!

A strategy game for a jam... Very impressive!!! Well done! I really enjoyed the graphics!

Really good graphics and animation!

Amazing action!

Fantastic action! Impressive!

The sound is incredible!

Really nice graphics! Impressive for a couple of weeks work! Very nicely done!

Reminds me of the old Jetpac for ZX spectrum. I really like it!

Really good graphics and sound! Hands down, one of the best so far!