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tarnos12

48
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4
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34
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A member registered Jun 13, 2020 · View creator page →

Creator of

Recent community posts

No worries!

(2 edits)

Hey, can you explain how you managed to rotate a gun with 2048 canvas in Unity?

I set the pivot to center and bottom center, but neither work when rotating the gun as it makes it rotate in a wrong place.

That's unlucky then, guess I will have to hide or delete some of the games if I want my profile to look decent.

Hello,


How can I change the order of games that appear at the top of my profile?
https://itch.io/profile/tarnos12

I edited my creator page and changed the order, but it doesn't seem to affect this page.

Any help is appreciated.

Hi, I’m Mariusz. I’m an experienced game developer in Unity, GameMaker Studio 2, and Adventure Game Studio.

I specialize in 2D games, gameplay programming, and prototyping while always open to learning new tools.

Skills:  Full game development in Unity and Adventure Game Studio, GMS 2. Other engines: Rpg Maker, Inky, Ren'Py etc.

Check more on my website: https://marrow-tap.com/about

My portfolio and contact:  https://marrow-tap.com/portfolio

Rates/Payment Methodhttps://marrow-tap.com/pricing

Contact Methodhttps://marrow-tap.com/contact or contact@marrow-tap.com

Thanks!

I will look into those glitches as I haven't fully tested the taxi system since it was added at the very end as an attempt to make the game more open world.

The game is made with Unity and exported to WebGL.

Joiplay supports HTML/JS but it's not the same as WebGL it seems.

The game should be fixed now, including downloadable versions.

I did not test the change tho.

Oh wow, I can see it working...

Thanks for reporting it I will fix it.(it's broken in all versions then)

Which version had a bug?
You have to talk to Mom, she will take a band from you.

Recently finished a project for a client.

Original game had real photos as character faces, which are replaced with 2D drawings for a public release.

Your Dad has lost his important Red hat, help him find it for his show!

It's a short adventure game, less than 30 minutes, can probably finish in 5 if you know what to do.

Supported languages: English, Georgian.

Link: https://tarnos12.itch.io/red-dad-redemption

Ah! that makes sense...I know where the issue is, thanks

Hmm I am testing it now but I cant double dismiss, how did you do that?

Thanks, I will check it soon.
That's a new bug due to the recent fix I made.
I have to hide the UI on dismiss so you cant dismiss again

Yeah I have to make something called "notarization" for mac.

Linux version up.

I might be able to do Mac as well, but I can't promise it since Mac might have extra requirements to work properly.

I will see if I can do Linux as well.

Mac might be more difficult tho.

Downloadable version is up(finally) :D

I said that and it's been 2 weeks :|
But I've been working on fixing some bugs and making a big update to the game.

Anyone can join discord to see latest changes which should go live in few weeks:
https://discord.com/invite/gUj4mfCvep

That's a good point, I will make a downloadable build today.

Hey, does it come with sprites of full buildings?
Instead of placing each tile manually.
I'd like to place whole building at once ignoring any layering issues.

if I were to guess, it might be related to 4k monitor full screen that the engine can't handle.

That makes sense, but the issue will still be there, sometimes you just want to refund a tile, wouldnt it be better if you just got max value refund for each unique tile instead of searching for them?

(1 edit)

Each building has its own refund cost, if you place 5 roads one after the other and refund them starting from 1st road you placed, you lose money.

I mean you don't lose money if you sell all of them, but my road cost 1024, but selling one of them gives back 32.


It should refund based on the road type only.
Or even better, if you can just buy a road and it stays in your inventory as a puzzle piece.

Thanks, those issues are on our list.

Code for the herb removal:

int countRemoved = itemList.RemoveAll(i => i == item.ItemReplaced);
for (int i = 0; i < countRemoved; i++) AddItem(item.ItemReceived);

My guess is that we are updating UI for each item removed which forces UI to redraw, we will fix it in the next update.

That makes sense, I will add it to our todo list.
Tho we might be reworking this part of the game adding Alchemy instead.

Yes, thats the end of a demo.
You can try to reach 100% in Stats window(all characters + all items) if you feel like it.
Just note that there  is a bug, so you can reach 94% only without 2 characters.
It will be fixed in the next update.

There is Help section.

It turns specific type of herb into pills.

What is the issue?

Yep, we are aware, it will be fixed in next update.

This game is too slow...I've been trying it many times, the highest I went to was second map lvl 10...way too many item slots making it a pain to find new equipment.
Perhaps this game has a lot of interesting things to offer, but I will probably never get to experience those as the game is just too slow paced...it takes forever to get anywhere.
Dev, sit down and play the game without speed ups, see how "fun" it is

Remove half of item slots...OR lock them behind some areas(like the rest of the game is locked until you kill lvl 10 area monsters)
This way I am not spending eternity praying to drop all pieces(even worse if I am looking for specific stat < btw I tend to go for flat drop rate which may or may not make a big difference in getting more items much faster >)

No idea what 2|4|6|8|10 % awakening bonus does...do I get 10% more awakening exp per second or do I get 10% more points when I awaken or something else?


Game crash when puchasing units:(fire faction, tried to buy melee units/max)

Thanks, I will try @hint

I will have to read about static again then.

(3 edits)

Hello,


I have a struct like this one:

function TileObject(_sprite, _object, _blocked,[...]) constructor
{
    sprite = _sprite;
    blocked = _blocked;
    destructible = _destructible;
    movable = _movable;
    rotatable = _rotatable;
    object = _object;
    openable = _openable;    
    Copy = function()
    {
        return new TileObject(sprite, object, blocked,[...]);    
    }
    static Add = function(_sprite, _object, _blocked,[...])
    {
        var _instance = new TileObject(_sprite, _object, _blocked,[...]);
        array_push(global.tileObjects, _instance);    
    }
}

Typing

TileObject.Add(

will not autocomplete arguments

Typing

TileObject. 

will not autocomplete its properties either.


This is the main missing feature of GMS 2 that I complain about, is there a chance this ever gets added?
I don't mind manually "connecting" struct methods to the struct itself, as long as the editor can "see" the connection and make my life easier, so I don't have to keep struct window open on the side to use it.

Perhaps you have some workarounds for it?
JSDocs or a plugin will work for me, just make my life easier :|

Thanks

Suggestion: Add grid/slots where you can place buildings(others would not allow it)
My OCD is going crazy when I misplace a building 1 tile in a wrong direction...
Make it so you can only place every 2 tiles in all directions starting from main base.
OR make it so each building can have various sizes(coolant being 2x2, pump 3x2 or 3x3 etc...With images that take as much space too)

OR maybe Pump requires Water tile and is 1x1 only(so you avoid situation where you get 1 tile of water and cant place a pump there.
OR you can add "roads" that will increase speed(you can place it on water too), so your path finding would use roads if it's faster to get to the location.

So many possibilities, this game has lot's of potential, I hope to see it someday on Steam when it's "finished"

If you click fast, you can buy more drones but your money will become negative.
With good auto clicker I can get myself quite a lot of these.

Service drone is too slow + it's following other drones `path` making it unable to repair them unless the other drone decides to go back same way or simply stops moving.