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The Giant (Beach) Ball Studio

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A member registered Aug 23, 2016 · View creator page →

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Played that after the scheduling one. A bit too addictive, I had to let it go at x3 or I would spend too long on it. Great idea and great execution :)

Just tried it today as I had the idea to do a scheduling game (where you write and/or tune the scheduling strategy). Very well done :). It would be easier with more visual clues: colors for states, progression bar for the timers :) (especially something to know which progress will time-out).

Hi all,

     So now that I finally got a Mac to work on it, it turns out it does not work well, like, not well at all. It is slow (slower than when I first developed it in 2006) and there are some weird white flashes. All experiments to remove the flashes did not do anything...

As the Gfx layer is pure Java, and doing a lot of wizardry, I doubt I can fix it without replacing it (by OpenGL). So, no Mac version planned any time soon. 

Of course the code is all open source (only the built is not), so feel free to try if you want. And don't hesitate to contact me for any support!

Off I go,

     Alain

Hi all,

    Your friendly dev here! For as long as the archives has been on Itch.io I wanted to port them to Mac and Linux. Well turned out that I didn't have the time, then I did not get it to work (Linux), then I don't have time anymore...

So if some of you want to do a built for Mac or Linux, please contact me. If you own the Archives you already have all you need, as it's just a matter to pack a JRE with the jar and class files, and use the .bat files as examples to start them. Then ZIP everything, et voilà !

If you don't own the Archives yet (but they were part of the Mega Bundle against inegalities), just ask me and you shall receive :)

I really thought I could get it to run on Linux, but somehow I couldn't. I will probably try again until it works, but I have really no ETA :(

As a thank you, you will receive the keys for all other apps I did, on Android and on Steam, and the future ones as well (if there are any).

Many many thanks to the 1 person that bought the Archives so far :) (if you contact me I will have something nice for you), and many thanks to everyone that played it :). Now if you like it you could also rate it :D

Off I go,

     Alain

Great game! Just played a few time now :) But I would really like a save function, and also hope that you continue working on it. As said before, it could be an awesome underwater Terraria.

Hi all,

    Here is the first (built) release of a tool I wrote to generate lot and lot of names (millions). It is written in Java, so should run everywhere, but the itch.io build is only for Windows now. If you want to prepare a build for another platform, feel free to contact me!

The GUI is very ugly, I hate doing GUI, especially using Swing, but the tool is quite flexible and very fast. I added last week a template-based renderer, using a custom template system which is very simple. That way you can quickly generate some code. I did that for my naval game (Sea Wars, published also on Itch.io) so all units can have an unique name.

If you use it successfully for your project, feel free to contribute a bit, or buy my other project :). That would be a great encouragement :).

The source is available under MIT licence. So feel free to use the code as you want!

https://abecam.itch.io/alname-generator


https://abecam.itch.io/the-archives-of-evil-dr-ba