Thanks! Nebulous Infinity has always been one of my favorite ideas, but we've never found the time to do a lot of extra work on it. It's definitely on the roadmap though!
Planned features for next update:
Things to test/provide us with feedback on:
Online play is definitely out of scope but a bot might be plausible. Of course, we made this one in a short period of time for a game jam and weren't planning on doing any more work on it, but you never know. :)
Hello! Back in October 2014 we made a game called Skullshot, a puzzle platformer of sorts with a speedrunning focus. It was made in just a few weeks (with Halloween as the deadline, obviously) so the initial release only had a handful of levels. A few months later, we revisited Skullshot and created a multiplayer variant that improved on some of the controls.
And now, just a few months ago, we released an early take on a level editor!
Unfortunately, another project (that we were actually getting paid for) required most of my focus shortly after we launched the level editor, so I didn't have a lot of time to spread word about it...but hey, now that project is finished and I'm really excited about this thing again!
There are only two levels that I've played for it (one my artist made and another by a good friend), but they both got me really pumped about the potential this thing has. If you make anything cool, please shoot a tweet @donkeyspaceman and consider posting it on the Skullshot level editor community page!
To get you started, here are the two levels I mentioned:
Currently you have to import/export .SKULL files to exchange levels, but I plan on adding a more user-friendly way to handle that in the future.
I wish I could select multiple tags cause I feel like this one touches on all of them!
Serpentes is like the classic snake game you used to play on your Nokia phone, but with modern day design sensibilities. The game has this almost roguelike system in which each play reconfigures the way the reward progression works, and the more I played it, the more obsessed I got with finding the optimal way to utilize the rewards and get higher scores (which in turn unlock more starting "perks"). I lost a weekend of productivity to this game and don't regret a thing.
My high score was somewhere around 6,000 I think (I unlocked all the perks) and I had to force myself to put it down at that point. I'm also a big fan of the pricing model (you can play the full game for free, but a one-time payment of $2.50 lets you start with two perks instead of one for better scoring potential).
I spent the last few days porting our game Crystal Control over to the Airconsole platform. While they haven't officially "released" it yet, you can try it out here: http://www.airconsole.com/#!play=com.virtuallycompetent.crystalcontrol
If you haven't played Crystal Control before, it's a competitive shoot 'em up for two players! Try to capture the crystals floating in the center of the screen by shooting them, which in turn shoot at the enemy player (so the more crystals under your control, the more firepower you have at your disposal). Take out the enemy to win!
If you haven't used Airconsole before, it's basically a platform for hosting web games that allows you to use your smartphone as a controller. Getting CC ported over to it was a bit of a nightmare, but the team behind it were very responsive and helpful throughout the process!
If you give it a try, I'd love to hear what you think, specifically about your experiences with the airconsole port (are the controls responsive on your device? are the buttons cut off on your screen?), but also about the game itself as we're gearing up to make Crystal Control II next year!
Over the past two years, we've created 10 games with Construct 2 and I'm continually surprised at what sorts of crazy things it's capable of. Without it, I never would have gotten started in game development. Highly recommended.
Looks like you might have been tagged because of your comment in that screenshot, haha. I'm happy that you were, though, because this discussion might not be happening without you.
This might be a bit more complicated implementation-wise (or maybe a flawed idea in general), but what if you could only submit games to jams if they were originally submitted to itch during the jam window? This would allow a single entry to be submitted to multiple jams (assuming all of those jams are open at the same time).
I think this issue is a tougher one to resolve than the free/paid issue, but I'm sure there's a solution that would at least be able to eliminate the really extreme cases.
My interpretation of this suggestion (which I'd like to second, if it lines up with Sun-Studios') is that they believe there should be a dedicated area not just for players to talk to players, but for players to post with the understanding that devs hang out here and they might be able to open a dialog with the creators of their favorite games.
Overall I really love that this community is more oriented toward devs, largely because itch makes it so easy for ANYONE to be a dev. If a player stumbles into here, I would hope that they'd find a place to engage (possibly in this proposed devs/players board) and it would spark their curiosity about other boards, eventually encouraging them to just make a game themselves. :D
Hey, thanks for taking a minute to post here! Sorry for the confusing barrage of tweets. :P
I think (with my limited understanding of how itch.io works under the hood) that it would be fairly easy to add more options to game jam creation that would use already existing and validated information from game submissions. For example, game submissions already allow the user a choice to make their game paid or not, so itch already has that information in their database and could (easily?) tap into that to verify if a game fits that particular parameter in a jam (the jam creator would simply have to check a box that says "Allow paid submissions?" to enable this feature).
Regarding Jupiter's original issue (someone submitting the same game to dozens of jams), maybe this could also be something that is moderated? Perhaps, by default, jams would only allow a submission to be attached to one jam at a time (so once they submit to their first, they're no longer eligible to be submitted to any future jams). I feel like this is reasonable 99% of the time, as jams by nature are typically hosted over a limited time period (and participants are expected to create something original in that time). Even if a future jam allows preexisting assets/code to be used in their parameters, it's likely that they would ALSO expect the creator to do some extra work to the submission (not just submit the exact same build again), in which case they could just create a new game submission entirely.
As I mentioned, I think this solution is reasonable for the vast majority of cases, but if it's an issue for folks, the one jam per game ratio could be disabled on a per jam basis with an additional checkbox.
Dunno, I mostly get people from my tumblr where I post the link. A friend and I will multi-twitch and we both get some randoms just from Twitch I think. It does have a game-art creation section now, which is nice! :D
I've been using Scirra Construct 2 extensively for the past 2 years (Steam clocks me at over 1,000 hours) and I love it. I've made all my games using that alone, though I've recently been doing some Unity tutorials so I can push into doing 3D stuff as well.
Signatures! Colin and I have agreed to manually append our personal info to each post so we can keep track of who posted what (since we're sharing a team account). This may be part of the solution for my post about managing "team" accounts, but I'm sure single users would appreciate it as well.
I used to maintain a list of my top 100 or so because I'm awful and I play way too many games, but I finally found my #1 a few years back: Spelunky HD.
I could ramble about it for hours, but I'll just leave you with this long thing I wrote instead: Why Spelunky is the best game I've ever played
Sure! Here's one my musician took just yesterday when we were testing it out at the library.
And here are some tweets with images/gifs/video:
Currently, we're just releasing on the table in January, but we plan on putting the game on iOS/Android/etc six months after that.
The pixel thread in the 2d art section it already getting huge with giant, gorgeous pixels. Some sort of embedded gallery system might be really cool. This may be something we could use from an outside source. I'm not sure if you can embed imgur albums or anything? But if it was built in with the "add image" button, that'd be great :D
Thank you! <3 Yeah, the pixel-dailies is great in concept, but I always spend so much time fiddling with them that they don't go very quick and I could be working on other stuff, so I stopped doing them x.x I'm not very fast at art :P
I think Broegan may be right, not less colors, but less tones of the same color? The gradients make it kinda muddy, if that makes sense, especially with your muted colors. The pose is great though, I always have trouble posing my characters, and this conveys a lot of action and personality :D
Yay pixel thread! Looking awesome everyone :D
Here's something I did a while ago for a @pixel_dailies
Image threads on this type of board seem like they'll get bloated easily...does anyone know of any way to embed galleries or anything? Maybe that's a feature request we could ask for :D
This is somewhat related to what I mention in my "Team" Accounts/Managing Multiple Accounts post, but more about one person who does a lot of cool stuff (which is only a little different than my concerns over multiple identities). :P
I've made a few weird games that are more for friends/don't fit our aesthetic and some tutorial sort of things that I just hide away on my personal account page, but something closer to what you've described would be much more appealing.
So, I currently maintain two itch.io accounts: This one (my team account) and a personal account. For the most part, it's not a huge inconvenience (although it is an inconvenience) to log out of one and login to the other when needed, but it would be nice to have some way to manage multiple accounts a bit better. I think I've purchased the majority of my games on the site under my team account since I'm logged into it 90% of the time.
The start of this forum brings this concern to the forefront: It would be nice to post as my personal account to avoid speaking for the entirety of my team, but it would also be nice to have my team name linked clearly next to my personal username (as nearly all of my work worth looking at is hosted under that account).
Thoughts? I searched some keywords in the issues tracker to see if someone had requested anything similar and this popped up, though I still thought it might be worth discussing here to see what others think.
EDIT: Until there's a better solution, my teammates and I have agreed to simply append a signature on our posts to keep track of who posted what. On that note, signatures would be a welcome addition (though having multiple per account might be odd).
Hi! My name is Eric Neuhaus and I make games with a few super talented people under the name Virtually Competent. We've been making a lot of 2D pixel-y stuff with Construct 2 for about 2 years now.
Our current project is a music sequencer "game" being designed specifically for a large touchscreen surface in the children's section of the Iowa City Public Library, but we've got a bunch of other stuff in the pipe for 2016.
You can follow me on Twitter if you're into that sort of thing!
Hi! I'm wondering what exactly the setup these games will be played on will look like. I'm guess it's some sort custom hardware that maps to keys and not just a straight up keyboard?
I was just curious if "Enter" and "Space" were the best terminology to use or if there was something that would match what the players would actually be using more closely.