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Thayer and Back Again

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A member registered Jan 08, 2023 · View creator page →

Creator of

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Hmm... I don't immediately know what the cause is, but I do have a theory. Could you try the version I put up at https://squarewavejams.itch.io/trash-of-the-titans-test (password: dumpster) and let me know if the issue is still present there?

If it still doesn't work, could you tell me some specs about your macbook? Is it an intel chip or one of the newer apple silicon ones (M1, M2, etc.)?

It’s been a lot of work for me to make it, so if people can afford it and want to play it then yeah I’m going to charge for it, at least until I stop needing money to live and support the people around me. If anyone can’t afford it though I’m sure there’ll be a way to pirate it, and there’d be no ill will from me for doing so.

Thank you!!

Woops! The unlock screen is not supposed to show like that, I’ll get a fix up. There is a second act and half of a third act but only for the early access Steam version

(2 edits)

Hi there! I've been seeing a rather long delay in indexing my project, Trash of the Titans (link) after I updated it 10 days ago. I know these things can take a minute but I see a lot of reports of stuff getting stuck for months without being indexed and I'm getting a little nervous. I opened a support ticket (354457) about it but I haven't heard anything back. If there's anything I can do to help get it in the queue please let me know - it's historically gotten a reasonable chunk of traffic from "https://itch.io/search?q=trash+of+the+titans", so I'm worried about people thinking I took it down.

Heh, the game is a little insane for this, but first basically I manually made pixel art frames for each tile, to allow smoothly rotating them between the north/south/east/west camera directions. There's no detail on the tiles here - the most important part is that they cleanly tile the plane with no pixel gaps.

Then, the game just has a 3D coordinate system for everything internally, despite using a 2D renderer, and a big table of matrices for transforming the 3D coordinates to 2D locations + Z indices.

I like Godot a lot, but I pretty much only use the most basic of features. The turn system and basically everything other than the rendering is just manually coded. I'm sure there's a world where I could be more efficient if I used some more advanced Godot stuff, but I basically picked up Godot because I got tired of building game engines from scratch and just wanted an engine that wasn't so big and clunky like Unity.

Nope! It's not dead. Development slowed for like a year and a half or so because I had some life stuff going on, but I've been working on it consistently. I don't think it'll die anytime soon either because I can't foresee *not* loving to work on it.

oh! Thank you for calling that out! I’ll get an update in soon with new bindings.

Thank you so much!! And sorry your skunk got one-shot! 😅

Thank you!! This has been a labor of love for me, so it's nice to hear that the little details are coming through 😊

Thank you! (And you came so close to beating Big Trevor! Nice job! :))

Ahh! Nice! Just finished watching. I'm glad someone beat it on Masochist :)

Thank you for the feedback! That's all really good to hear, and exciting because it's fairly in line with what I'm working toward. (It's not set in stone, but more characters and more enemies are on my current road map.)

PS: Undo is currently on Z, but yeah I don't see why ESC wouldn't work. That's a good thought, it does intuitively make sense to merge it with going back in the menu system.