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Virtual Nomad

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A member registered Aug 19, 2019 · View creator page →

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(2 edits)

very cool update. Locusts might be a Mixed event, tho, as they do make good bait? :)

still learning the ropes but this North American franchise is determined to succeed!

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some thoughts:

  1. Multiple Jam Submissions:
    1. Beyond simply Disallowing Submissions entered into other Jams, allow Hosts to set a limit. ie, 0 for none, 1,2,3...
    2. Further, some jams like Progress jams require Submissions be submitted to previous Jams. Yes, Hosts can try to confirm manually by visiting respective project pages but that's no fun/more work for Hosts. And, yes, Custom Fields @ Submission can help.
    3. Then, ideally, Hosts would be allowed to enter (multiple) Jam Links for cross-reference for Previously Submitted to other Jams as potentia Requirements. Example, 20 Million Second Game Jam - itch.io which was open to anyone who'd submitted to previous 20 Second Game Jams.
    4. How are newly-registered users allowed to submit newly-uploaded Slop to a dozen Jams in the first place? 
  2. Fix how Jams are depicted @ Discord/Socials which are misleading as they depict the end of the Voting Period as the Jam Deadline. The Bots at the Itch #Featured-Jam-Feed do well but posting a Jam URL at Discord does not, leaving the host to manually address, answer to confusion @ Community, etc. ie: 

  3. Provide a Hide Jam Links option at Account settings - itch.io so we can prevent them from obscuring Web games. i know that individuals can use CSS to effect this for their own projects but it can be solved for everyone this way? 
  4. more of a Jam Host Dashboard, notion. On desktop, the space could be much more useful depicting Platforms supported by a given submission, Paid/Donation/Free status, # of (other) Jams it was Submitted to, Release Date,  with Filters, etc, that would be immediately helpful to Hosts (more space for that kinda thing if the links simply read Disqualify, Remove respectively):
  5. Tag or Metadata Requirements
    1. Some jams require specific Genres, Engines, etc. (including the use of AI as a requirement vs exclusion or disclosure). from the above image for an Arcade Jam, some of the RPG/non-Arcade/Action games would not have required my personal interaction if i was able to require/limit to specific tags. I also do some small Engine-specific Jams that i keep private to avoid Spam that i would, otherwise, love to share with the public.
  6. Hosted on Itch.io
    1. Allow Hosts to require projects be Hosted on Itch.io

Enough for now while i very much appreciate this, and the earlier round of, Jam Love!

BAH!: when Editing the post, i see proper Letters for indented items while, once posted, they are Numbers? and, Alignment... that's all a whole other topic... :/


(2 edits)

when i enter an offer while haggling to buy, then go down and click on flaws to point out, the offer returns to market value + 1 while i feel it should stay where i initially set it.

meanwhile, i dont think it should let me haggle if the lot is full and i can't purchase/accept an offer?

another time while negotiating a price to buy, i made an offer and their ask went up from their original selling price?

finally i appreciate the font size increase. tho, now, at large, the bottom text is not visible. at medium, it's visible but the full button is trimmed off at the bottom. it's still an improvement for me there but not ideal. overall, vast help for me, tho. thanks for the changes with this update.

btw, i am playing on a laptop. 

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after donning my barbarian helmet, i've left all enemies in my wake of destruction!

thanks for the fun :)

i can't agree that the hearing audience won't miss sound. the game play is nice, tho i think you should give the player a pause or some respite between relentless attacks, but sound is a must, if possible. even simple shoot and explosion sfx would make a world of difference. without it, it's unfinished.

hey, ernesto. another DR web game that wont show after clicking (both edge and chrome on WIN). can you post a WIN version? the game looks fun and i'd like to give it a run :)

it does have a lot of room to expand but it's where i want it to be right now. so, "maybe, some day" is all i can offer ATM.

thanks for checking it out, nonetheless :)

good, classic fun. nice job :)

(2 edits)

thanks for the response. and, the clarifications, procedural media generation shed a whole new light. nice work :)

good classic arcade fun with a tinge of bullet hell inside.

my only complaints:

  • the base player bullets are a bit thin/not quite visible enough against the black background.
  • save our high scores between sessions (cookies); better yet: online leaderboard :)

thanks for sharing!

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thanks for checking it out. otherwise, when you post these invites, it would be nice if you included a link?

meanwhile, i hope to see you climb the leaderboard a bit more. you'll get used to the clouds; the particle trails are there for a reason beyond looking spiffy, and enemies all fire tracer rounds ;)

(2 edits)

nice arcade action. my only complaints are:

  • too much dialog. 20 clicks before i could get to the action? a bit much for for an arcade game so maybe condense that some or allow the user to skip it completely. some of us just want Action :)
  • please add a fullscreen option?

otherwise, good fun, good action, and the changing environment is interesting as the walls close in, etc. 

meanwhile, after playing a couple of stages, i perused the page a bit and noted that it's completely  AI coded and dressed? i dont care if it was but if your hand wasnt in either department, i've got to appreciate it a bit less than i did initially. and, thanks for the transparency.

that said, i wish there was more than a blanket "AI-Assisted" notion; specifically, how MUCH is AI? i'm not here to debate its usage, and it IS a future i can appreciate but, say, my appreciation scales with how much human went into it, you know? if AI wrote 10% and you learned from it, i call that "minimal" and can appreciate it up to 90% of max, for example :)

(6 edits)

what known bug? i personally havent seen that (from both host and participant sides) and expect the host hasn't made the results visible yet, for whatever reason. 

the jam has a discord server; have you tried contacting them there? and, no one has posted anything about it in Community; you might want to wake the host up either way?

meanwhile, if there is a bug, one thing the host can try is, after making sure results are set to Visible, set Vote Ending Date/Time to something else (maybe 10-30 minutes into the future) and Save as effort to re-trigger?

thanks. the game started as a prototype to test an idea of sound volume vs distance so the further away things are when they explode, etc, the quieter they are;  up close and you get the full BOOM. the gfx are from a premium gamekit i'd always wanted to use and since i hadn't made a vertical scroller before, i combined the notions to create Sky Guardian and am pleased with the results.

i'm guessing you're BOG on the board? either way, thanks for checking it out :)

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good fun. and +1 for allowing enemy bullets to pass thru my (negative) neck. that was the first thing i checked :)

add: and the walls, too. 2nd thing i checked. heh

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in fairness, there is no "consensus" when only a handful of 175 participants has been a part of this short dialog while the conditions have changed from what was presented.

that said, i DO support going forward with your collecting the $$ and donating. and, please cover your own expenses (fees, paypal, etc); you should not lose money acting as facilitator while you've already invested tons of your time. and, i would bring itch's cut down to zero for the duration of the bundle so we can deliver the most support possible to those who need it more.

with that, i've some experience hosting bundles with dozens of participants/upward of 200 projects so, some advice:

your email expressed concern re: how long it would take for you to assemble the bundle; a tip:

  • when you go to enter the project urls, you can paste (at least) 20 at a time. so, what i do is open the jam's .csv file, select 20, Copy, go to the bundle project prompt and Paste. repeat and until you've pasted all 500+ but 20 at a time helps speed things up.

then, you've been relying on itch.io email and this forum for communication while you'll find a large portion haven't been following this nor do they check the particular email address they've connected with itch.io. aka, many of the participants will never receive the bundle link for them to Accept and, at this point, a number have forgotten about it, i expect. 

that said, i would anticipate the first bundle failing (not enough will find their way there and Accept so that it could be published, even with the new self-pruning functionality). so, i would anticipate this by using the first bundle/run as a ping to see who is actually available and/or agrees to the new terms by clearly stating it in the bundle's Description along with a notion of "staying tuned" for an expected 2nd bundle that would only include those who received the communication and accepted the first.

you could try contacting itch and ask them to prune whomever doesn't accept the first bundle but i seriously doubt enough would have Accepted the first bundle assembled for them to do so (and they've not responded to my requests more than once).

then, i would set that first bundle's deadline to Accept to include 2 full weekends. then, if there needs to be another bundle, another 2 weekends which now puts the earliest Start Date for the bundle to be, say, October 1st.

while this is well beyond our initial hope for a Start, trust that it would finally be in motion and serving those who need the support, still. i know i'd be happy no matter when the Bundle finally goes Live.

finally, do update whichever final Bundle that goes Live with receipts of your making donations on behalf of supporters. it would help depict the notion of trust required for something like this to succeed.

add: i just re-read the Overview; i would run the bundle for AT LEAST 1 Month while you suggested 2 weeks. aka, give us a chance to help circulate it. since you didnt exclude NSFW, expect the bundle here to be de-indexed (unless ur manually gonna check each project ;) ) and/or not visible to many when browsing. so, we'll be the majority of the energy getting it in front of eyes.

/¢ :)

thanks again, Oni, for all of your time and effort.

i'm not sure if i'll participate this year but was grateful for Mookie's offer to create a discord home @ GameDevShift for some of us last year which, thanks to them, made the Jam even more enjoyable as we shared ideas, playtested and chatted about each other's submissions throughout.

the server, otherwise, houses a small group of creative, like-minded devs who regularly share their projects, insights & resources, and has stayed on my regular rotation since. so, for what it's worth, i can only suggest that you take Mookie up on the offer while wishing you all the best during this year's Falling Block Jam!

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guys, Health is scarce and drops only when needed. i'd like to know if you can Fly to WIN and survive all 6 waves? you'll be able to survive by playing it safe but i need to know if there are any Aces who can Clear the Skies! (i score ~11.6K when testing)

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hi, OMA.

i had downloaded with hopes of a windows version that i could maximize. since you've rectified the filesize issue, i was glad to make do with the web version and scale up; thanks for that!

re: the viewport, what i mean is: under the itch Edit Game > Embed options, you'll find Viewport dimensions. for the AGK fullscreen link below the canvas/actual game to remain visible, you'd set the height of the Viewport to accommodate that link. in other words, if your game is 1280x720, you might set the viewport to 1280x750, adding the extra 30px for the link itself.

by adding the built-in itch.io fullscreen button since, you've allowed us to scale the game itself close to fullscreen. that's close enough and a big help, in my book. otherwise, setting the viewport dimensions is where you'd get true fullscreen.

since you've hosted the help files, i invite you to look at Shared Variables. for web games, these act as Cookies where you can load and save game data between sessions such as our personal High Scores that i think would be perfect (essential) for DarkStar. be sure to use unique names for the cookies as they are available site-wide. so, on launch, you might load our previous high score with code like:

GLOBAL HighScore as Integer
HighScore = VAL( LoadSharedVariable("omadarkstarhigh","0") )

VAL() is required as all cookies are Strings while you'd want the HighScore variable in-game to be an Integer.

then, at "Game Over", if our Score > HighScore, you'd simply:

SaveSharedVariable("omadarkstarhigh", STR(HighScore) )

... and, maybe, shoot off some particle fireworks to celebrate which i'm already appreciating in your game.

thanks for the update; looking forward to more :)

please approve the bundle?

Edit co-op bundle - itch.io

please approve the bundle?

Edit co-op bundle - itch.io

that'll be handy. i've shared the link on the agk discord server.

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seems this one requires login at another site? any chance you can embed at itch?

otherwise, you might let the jam hosts know this link on the jam page is 404 Havi Egy Játék. should be Havi Egy Játék ?

hi, myk. i found your game at Latest games made with AppGameKit - itch.io and appreciate old school shooters like this. thanks for properly tagging the engine as i'm always happy to see more AGK goodness like this on itch!

that said, a 181mb web game is quite hefty and takes a while to load (so far i only see what should be a 5-10 mb game). but, i wanna play so waited and gave it a quick run or 2.

i like the style and visual thus far, along with the music/sound (which i believe is the culprit of such a massive download here. try using .ogg if you are not yet. and if the music is longer than a minute or 2, consider a shorter tune or 2 for a web game?), and play seems good, too.

i'm not convinced that some things are working quite as you'd like but it's a great start and has plenty of potential for fun so i'll be watching development!

and, i know this is your first game so if you have any questions, feel free to ask and i'll try to assist. if you are not on the AGK Discord Server, "soon" would be a good time to make that happen ;)

otherwise, a quick tip for AGK games on itch is to set the Viewport Height here high enough to allow the fullscreen link to remain visible once the game loads. as it is now, i lose that link and def want to play in fullscreen (i'm hooked to a 55" screen for a reason ;) ). that and maybe a few more tips can be found in a pdf available here.

finally, this AGK-only jam is running for another ~6 weeks; check it out and consider joining/committing to get your first game FINISHED by then? if it doesnt happen by the deadline, i dont mind. but, please do continue working on this, regardless :)

please approve the bundle?

Edit co-op bundle - itch.io

please approve the bundle?

Edit co-op bundle - itch.io

please approve the bundle?

Edit co-op bundle - itch.io

please approve the bundle?

Edit co-op bundle - itch.io

please approve the bundle?

Edit co-op bundle - itch.io

please approve the bundle?

Edit co-op bundle - itch.io

excellent update. congrats! 

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loved the game, and any leaderboard earns +1 from me.

if ur up for a (2D) partner who's a little more hands-on, we could team up and own the whole beach!

nice game. thanks for sharing some fun!

it's a tough job but a fun one!

i wish the the game retained our names vs submitting Test if we forget to re-enter but my $9,538 4-truck run might hold up for a bit on the (much-appreciated) leaderboard.

nice game; good luck in the jam!

https://itch.io/bundle/3802/edit

would be good to post the link here, as well.

Any update on Bundle Status?

And, if our Submissions were approved, I assume we'll receive a Jam Email letting us know that it's prepared?

Please re-post or get your own message out: Post by @virtual-nomad.bsky.social — Bluesky

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i think you're rushing things, WO. you advised " I am currently in active conversations with Cáritas to finalize their registration" which sounds like progress and a "finish line" in sight. personally, i think your timeframe is unrealistic and i'd suggest you extend the submission deadline, expand the potential bundle, & continue a "slow and steady" progression to make it work. 

otherwise, with the "urgent" tone, i'm afraid you'll find similar result with any organizations you pursue. i want them to receive help now, as well, but their need will be around for a LONG time. maybe "slow and steady" is the quickest way to facilitate our support? meanwhile, you could/should post a link or 2 to Cáritas Venezuela in the overview?

regardless of your decision, my thanks for your efforts thus far!