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slimefriend

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A member registered Oct 29, 2013 · View creator page →

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Hello everyone! 

I just released my new game Bean & Pesto!


It's a shoot em up about two friends breaking out of space prison together! Fight various mechanical sea life on your path to freedom, utilizing Bean's blue sniper and Pesto's green machine gun.  Swap between them to parry bullets and destroy color-coded shields, and build up your combo!

If you like cute pixel art, fast-paced arcade action, or strong friendships, considering checking out Bean & Pesto here: https://slimefriend.itch.io/bean-and-pesto

Thanks for reading!

-Taylor

Hey!

I'm using Unity 2018.3.6f1.

I wasn't using the most up to date Super Text Mesh, but I just updated it and got the same result.

Whoa I found something even weirder.  I built and ran the game on a whim and it worked as-expected there.  Seems like running it in the editor breaks it somehow?

Hey,

So I tried moving that aforementioned code into an oncomplete event listener, and I get the same result.  It's really strange.

(2 edits)

Hey Kai!

I'm trying to use textMesh.reading to queue up a bunch of messages and play them one after the other.

But with this code, it looks like both messages are being read really fast (or just appearing immediately) and then disappearing. 

Would you know why that's happening?

EDIT: I should mention, this code is running in an Update function.  At some point I'm going to add some buffer between reading out the messages, but for now I want to get the basic stuff working.

if (!textMesh.reading) {
      if (messages.Count > 0) {
        var message = messages[0];
        textMesh.text = message.msg;
        textMesh.Rebuild();
        pestoImage.sprite = pestoSpriteDict[message.emote];
        messages.RemoveAt(0);
      }
    }

this comment is a roller coaster

yeah! i think my strategy for making games for the next little while is to do a lil one or two day gamejam over the weekend, then do fixes and additions throughout the week. i’ve been having a lot of fun with this game, more fun than i’ve had in a while :P

the same thing happens if i have a gold cat and try to transmute gold into glass. is that what you mean?

i think that feature might be broken? this is the state after i type "transmute cat into glass" 

i thought you could only transmute the vessel that you currently are? if not that idea might not be the best....

would just transmute (without any arguments) work? sorry i'm still not super familiar with the systems of paradise so if that doesnt make any sense i apologize :P

thanks for showing me this!

sounds good! i think i've attempted to use that command before, so it should be intuitive :P

i feel like, for newcomers / in case i make a typo or are trying to explore the system more, it might be useful to be able to delete vessels?  especially since i can’t seem to find a way to reset the game back to its original state. 

vessels can (more or less) be removed by taking them and not dropping them.  canonically its a bit strange, unfortunately.

my idea was just to treat books as more of a general group, not individual books -- but this sounds cool too :P

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hi! this seems so, so unbelievably cool.  

is there a way to make an object plural? or do i just have to make multiple? i want to make some books to fill the library, but it treats the object as singular (You see a books). 

holy cow, i was not expecting the level of fun and polish this game has! you should be charging money for this dude!

Hey,

yeah I could never get the swimming controls the way I wanted for that demo. there's no extra suit upgrade for that, it's just bad design :P.

And the digging--I've decided I'm going to remove digging. It's a good way to hide secrets, but having to put rocks down everywhere just sort of spoils the look of the game. beyond that, digging kind of messes with the core concept: you're here to observe, not to destroy. digging destroys.

I made the game in openfl, using haxepunk as my framework. mostly because I started with flash and flashpunk--I don't know if I'd heartily recommend haxepunk. haxeflixel is probably better.

(1 edit)

hey! thanks so much! I do plan to have flavour text for life forms, and you actually do get more for scanning new species in the demo--it's just not communicated particularly well there :P

there's definitely going to be a bunch of places! im planning about 4-5 areas. this is just a small sampling to introduce people to the game :)

a lot of the stuff suggested already exists? you can follow developers, there is a feed (top bar, on the left) where you get updates from the projects of the developers you follow. there's no way to follow projects right now which i agree would be cool, but everything else already kind of exists on the site

hey,

will this be a paid position?

having said that, i just looked ur game up on greendb (http://greendb.net/greenlight/) and ur at 164, which means u can basically be greenlit at any moment now. star surveyor got greenlit at 140-somethin? so i wouldnt worry about the stats at this point.

i think the issue that you have right now (other than the fact that greenlight is a bit of a shitshow and its really hard to get an unknown game greenlit) is that the game looks nice, but watching the trailer / reading the description doesnt give me a solid idea of how the game plays. i havent read the book of changes or used the i ching, so i cant understand the symbols or what they do.

yeah the darkness stuff has been plaguing me performance-wise for quite some time. with the library im using there really isnt a better way to do it, unfortunately.

the audio stuff should be compressed directly into the executable but i couldnt figure out how to do it in time for demo release...it won't be accessible once the full game launches. i'll probably compress them into ogg as well, if that produces a smaller file.

Hey!

I just released a demo for my game Star Surveyor!

If you like exploration, jumping, digging, frog-feeding, dino-riding, and other such activities, you might want to try it out!!

You can download the demo for free right here: https://slimefriend.itch.io/star-surveyor


this looks incredibly cool! especially love the color palette and the bands of color across the screen.

hey again,

i posted this on the main page but it didnt update so i thought id post it here: the star surveyor greenlight is up!

upvotes are super appreciated, its kind of stalled out right now but its actually very close to the top 100, so a little boost would be awesome!

http://steamcommunity.com/sharedfiles/filedetails/...

another update: the demo comes out on wednesday :P. GET READY!!!

oh man this boss looks super fun to play

i think the blur looks really cool, actually :P makes the world seem like its made out of actual lego.

i like it! that run animation is sweet. you should try moving the tail a little while hes running!

i think you need a little bit of info at the start of the game (or maybe the visuals can help) to tell the player what they're doing, and why they're doing it.

Hey again!

So the demo's juuust about done.

I thought while a friend of mine is finishing up the sounds for the game I'd open it up to some playtesters!

If you're interested in playtesting the game reply to this with your email and I will send u the build as soon as I can.

(1 edit)

i agree. mk-zebra seems to fit the aesthetic of the game better (at least, the aesthetic of what has been shown in this devlog)


really loving the look of this game by the way!

Hello!

So updates are going to be sparser now because I've (finally) moved on from making the content, to actually arranging it in a way that is nice and makes sense and helps teach the player how to play etc. etc. Building out the world, although one of the more important things I need to do for this game, can't really be tracked using gifs.

I did make an intro for the game recently! That's the other thing I'm starting to do: actually polishing some aspects of the game that I've more or less forgotten this whole time.