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A member registered May 27, 2019 · View creator page →

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I received an email from a designer a few weeks ago that said that they were going to use a different platform for distribution of their game specifically because itch doesn't support revenue sharing.

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Two other developers and I were just talking about this on Sunday.

We would love to work on more collaborations together on itch, but the current way projects are handled make that challenging. We're not a studio and we all have our own separate individual projects we are working on, but we occasionally work together a project (usually part of a game jam), and with the current way projects are handled it's super not ideal.

We can't set up a revenue split to give us each a cut. Instead for each project we need to decide who's going to be the primary developer, and then someone has to keep track of that when a purchase does come through to make sure the correct amount gets dispensed out. It's super messy and it means we're less inclined to do full scale collaborations simply because we don't want to rip off our friends, but we also don't want to have to manage payouts to each other.

You're welcome! I'm glad you found it helpful!

You're welcome! I'm glad you found it helpful!

You're welcome! I'm glad you found it helpful!

Going forward it'll probably be only Affinity, as I've been phasing Adobe out of my working process. I'm glad you found it helpful!

You're welcome! I'm glad you found it helpful!

You're welcome! I'm glad you found it helpful!

You're welcome! I'm glad you found it helpful!

You're welcome! I'm glad you found it helpful!

You're welcome! I'm glad you found it helpful!

You're welcome! I'm glad you found it helpful!

Joy!

This was great! It is super fun to hear the beats come together, and it's all pretty low-key in terms of challenge, which is exactly how a game about Lo-Fi music should be! XD

Hey there! I finally figured out how to find the project ids and modify the widget iframe so that I could add Spaceman Jones to the Example Zines list. Sorry it took me so long to figure out.

Such a fun idea, and a great way to create personalized figures. This is part right here is what most won me over; nice!

...If no color fits, pick whatever- “cool hair” could be defense, since people don’t want to mess it up...

If you have any feedback specific to a Minigame (good or bad,) please post your experience below (or as a new topic if you'd prefer that,) especially for the Race for the Wally. The Ashcan Edition of Streets of Fire is an early playtest edition, and the more input I get from folks, the better I'll be able to fine tune the finished game. Thank you!

If you find a type or a grammatical mistake, please let me know in this thread, so that I can fix it!

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Hey there! Did something in the rules confuse you? I'd love to hear about it! Post your rules questions below, so I can provide an explanation and figure out what sections of the rules need to be clarified or expanded on.

This is one of my go-to games, especially for cons. It never fails to delight folks, allowing for both cute silly fun and heart wrenching emotional moments. I've run many many one-shots, and it holds the record for the longest campaign I've ever run.

This game is very much a slice of life game, and easily falls into the Iyashikei (healing) genre, with a tone similar to what you'd find from Yotsuba&!, Yokohama Kaidashi Kikō, My Neighbor Totoro, Hakumei and Mikochi, and The Helpful Fox Senko-san (which is literally about an 800-year old fox spirit who shows up to help uplift the spirits of a young working man.)

My biggest critique of Golden Sky Stories is that the system is a bit fiddly, as you have to keep track of multiple resource pools which cascade from one to the next. You have Dreams, Connections, Wonder, Feelings, Memories, and Threads. And, several of these resource pools do similar, but slightly differnt things from one another; Wonder activates Powers while Feelings boost Action Checks, but both of them turn into Memories, and Memories can be used for either Powers or Action Checks. You also have the bit of back and forth math of keeping your Connections rankings in sync with the other Players. But, this really only becomes a problem when you're running longer multi-session campaigns.

That said, GSS also has one of the best bennie mechanics of any game I've ever played, in the form of Dreams, where any player can applaud the actions of another Player at any time for any reason. It's a great way to get folks to play to character and to cheer one another on!

Hey there! I'm glad you like the idea. If you get a chance to play, please let me know! The more feedback I can get from different folks on their experience the better.

I'm running into a problem with my publishing software, but I'm hoping to get a prototype of the full-sized racetrack that you can print out onto 4 letter-sized pages out next week.

I'm so stoked about this game and the Kickstarter Campaign as a whole. Music is great and the charts are challenging, but definitely accomplish-able with practice (and not just raw memorization.) If the full game plays like this, this will end up being the most satisfied with a Kickstarter I've ever been!

There's a few bugs (right now the train section gets stuck) so I've mainly been just grinding songs and not worrying about the story.

A few minor areas of feedback:

  •  When I finish a song I'd like to be able to dive back into it right away. Whether that's with a retry option on the score screen or if I get dropped back onto that song on the track select, either would work for me.
      • I also wish it remembered your song modifiers from song to song. Like, if I selected unbeatable and and am cycling between songs, it would be nice to remember that. Same for things like double-time or the scroll speed so I don't have to go into those modifiers for every song I play.
      • The Field of View when it zooms out to both sides makes things a lot harder. For most of the songs that's part of the challenge, but it can be really frustrating when dealing with the vanishing notes on unbeatable tracks as they have sometimes already vanished by the time they even arrive on the screen, so you're just mashing or seeing "miss" and no notes are displayed on the screen.

      Thank you! I'm glad you liked them.

      Thank you! I hope you found it helpful!

      Thank you! I'm glad you liked it!

      Awesome! I'm glad that you found it helpful! Would you like me to add it to the list of Example Zines on the template's page?

      Sounds good! I kinda had a feeling based on the description, but figured it was worth just asking. Thanks for getting back to me! Cheers!

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      Yeah, what worries me is that while only "New Games" are indicated as sending out an email, there are things in the second line that do also send out emails, specifically DevLogs.

      A lot of stuff shows up in the feed (like very time you update/edit a project or add something to a collection,) which emails aren't sent for.

      I agree that uploading new files should probably be safe. I think that ends up in the feed, but doesn't get emailed out unless you add a DevLog to it.

      Unfortunately it looks like the documentation isn't totally clear or up to date.

      This article is what I've found officially from Itch so far: https://itch.io/docs/accounts/followers

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      I know Followers receive notifications when you launch an new project and I know they receive notifications when you release a new DevLog, but I'm not sure about what other activities trigger notifications to followers.

      I don't think new file uploads sent out notifications, but can anyone confirm? I don't want to spam folks with notifications.

      Are physical games welcome in this jam, or is it a video games only adventure?

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      Hey J.Pablo!

      I have it in my backlog to get some support out there for background images. It's taking a lot longer to get together because it digs more into web design concepts in order to do it right and I just haven't had the time. But, the short version for your specific situation is:

      Because of the nature of web design and varying screen width, I would recommend that if you aren't using a background pattern that just repeats across the page, you center the design of your background to work from the center of your page outward towards either edge of your screen. There are some additional tricks you can take advantage, and you can use a much smaller image if you're just trying to create a repeating pattern like horizontal strips going across the page or something like that.

      Here's some general things to think about though if you want to have an image that specifically highlights the center area of the page:

      The center section of the page with all your game information (the name for this section is inner_column) is 960px wide on desktop view by default.

      If you upload a background image and set its alignment to Center, your background will be placed directly behind and aligned to the center of the  inner_column. This means that if your background image is 960px wide it will stay completely hidden behind that column, but if you make it wider, say 980px the center 960px of your background image will be covered by the inner_column, but you'll have 20px peeking out from behind that column on either side.

      So, if you want a single centered background image (i.e. no horizontal repeat) you'll want to figure out how much of the background you want to display beyond the 960px on each side and then add that to the 960px for your total width. If you want to have 40px of the background display past either side of the inner_column, you'd take (40px*2)+960px=1040px.

      Now the height of your image will depend on the type of background you have and how frequently the repeat is. The smaller and more consistent your pattern the less tall you need your background image to be. Set your background image to repeat vertically.

      ---

      It gets a little messier when considering break points. Game Pages have 3 breakpoints: Desktop, Tablet, Mobile. You can't do much with this unless you are doing custom CSS on your page though. The 2 things to consider are that:

      1) for Tablet view the inner column is 600px wide, so a lot more of your background will be displayed, and you may want to consider that when designing it.

      2) For the Mobile view, as soon as your window width gets down to 600px the inner_column will fill the entire screen width and none of your background will be displayed unless you've used custom CSS to modify the breakpoint width.

      For these reason, if you are trying to add a border to the inner_column, what you'll actually want to use custom CSS for those borders.

      There's also Alienmelon's Electric Zine Maker, which I've looked at but haven't gotten around to trying myself, but it looks cool!

      Thank you for the kind words! I'm glad you found it helpful!

      Thank you!

      Great! Thank you for the confirmation!

      I'll clean up the rules and get an updated version out for the A4 template out soon!

      I'm glad you found it helpful!

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      Hi Zarabatana. I just added a set of IMDL files to the Letter-sized version of the template that should work with older versions of InDesign, but Creative Cloud won't let me install an older version of InDesign to actually test it and be sure it works correctly.

      Is there any chance you could give it a test and let me know if it works? I would really appreciate it!

      If it works, I'll do the same for the A4 version of the template as well.

      Look for the folder InDesign Template (Compatibility Version) (it's in the InDesign Template folder) for the IDML files and instructions.

      Wow! Huge thanks for taking the time to look over my work and for your kind thoughts! I'm really glad you liked the game.

      Also, I loved reading through Rod, Reel, & Fist, and I hope I'll get a chance to actually play it sometime soon!

      Hey! I added a little section on what happens when there is no cover image with a few screenshots. Thanks for the suggestion!