Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Max Cahill

27
Posts
1
Topics
85
Followers
1
Following
A member registered Oct 25, 2015 · View creator page →

Creator of

Recent community posts

It's an unfinished jam game I don't know what to tell you, sorry!

  1. Generally I'll be editing one or more layers of tilemap and use the tile indices in my engine to sort out collisions if at all possible.
    1. If it makes sense for the project, I'll place markers for enemy spawn positions or whatever as point objects or rects or polys for areas, polylines for patrol routes - but I generally don't "dress them up" like I've seen others do; I just set the name of the point
  2. I'm afraid this depends on what the engine is meant to do :)
    1. General purpose = support as much as possible.
    2. Definitely need rect tile layer support and support for getting the information out of different types of objects
    3. Infinite map mode still has an origin set in the file IIRC which should be used for positioning the tilemap and avoiding offsets. You'd have to keep the map as chunks in-engine.
  3. Here's an example from arco because it's what I have on hand. It's not necessarily "representative" other than, no real concrete convention between games.

In general people's expectations from tilemaps seem incredibly varied. For KAG and Trench Run we just loaded from png image maps and this was popular with the community because its very easy to edit a png image; but it doesn't allow sub-tile offsets. Some games will just use one layer and will set up all the other stuff with hardcoded stuff in engine. Some games will use all the advanced object prototype stuff. Expect to get wildly different responses if the net falls wide enough :)

Hope it helps

https://github.com/1bardesign/shifting-sands/

I'm afraid I can't help more than that; it looks like all the points of the entire mesh are getting collapsed to the centre but I'm not sure what could be causing that at this stage, and without access to the hardware, testing is going to be a serious pain.

If you're technically minded you can grab the source off github and see if you can figure out where in the shader all the points are going to 0,0,0 - but I understand it's a pretty big ask, haha.

Thanks for your interest, sorry I couldn't sort it out.

If you hit regen does anything come up? I've just tested it here (gtx960, linux - it was developed on intel integrated years ago, also on linux) and it's still working without issues.

No worries, haha. Mostly a curiosity from me as I like hearing how little things like this end up used in someone else's work, whether they count it as a "project" or not!

You can solve the "slipperyness" by only resolving the collision in the upwards direction for slopes. It'll be tricky if you're not familiar with vector maths, but then anything to do with slopes will be, I'm afraid!

If you ask for help on the love2d discord I, or someone else, can help you out more there.

There is long term plans for an integrated game example, but I'm currently busy most days with paid work, so I'm not totally sure when that'll happen. 

The physics example could be turned into a platfomer game pretty seamlessly though!

Glad to hear it! I think there are still more warts than I'd like but it's hard to get a reading of what level of clean is more helpful to people vs redundant or counter-productive, haha.

I've got another terrain side project that has been slowly ticking along, for standalone, whether it'd be helpful to you depends on what you need mostly, haha.

As far as I remember the fairy dust is mostly noise distortion, would have to check the source.

Are you embedding the terrains as gifs in another project somehow? More info needed to help :)

text should be fixed in the most recent update if you feel like going for another walk through. thanks for the report either way

Subscriptions through itch would be an enormous pull for the platform, hugely simplify many game creators payment pipelines, and help encourage financially sustainable development for creators of all shapes and sizes.

Feature checklist:

  • Recurring billing of a user-chosen amount each month
    • Billed all together by itch, split to creators -> more payment platform efficiency
    • Optional requirement for payment on starting subscription, for content
    • Cancel any time
  • Per-work, or per-creator, and managed separately in each case
  • Tax checkboxes per-supported-country (similar to VAT handling)
  • Optional benefits with price breakpoints
  • Ability to show or hide amount of support (in dollar or supporter count), and goals (in terms of whatever is displayed)
  • API for querying support with appropriate credentials

Yes, there is patreon or similar integration as an option, but it requires that work is patreon friendly, requires maintaining a separate patreon, and requires doing the work to integrate with itch.

Please consider it. The simplicity of putting work out there and accepting payments on itch is completely unparalleled - and for long term work, being able to gather support on the same platform you're distributing through would absolutely rock. For creators looking to build support. And for people looking to get off patreon, itch would probably be a more appealing home than the current alternatives.

(I asked on twitter but here seems more active/likely to get a response from staff.)

Thanks for your time,
Max

No idea I'm afraid - I'd need to know more about your computer and have a screenshot probably.

It could be an issue with your graphics card /drivers (it needs to support certain graphics features) or with my code but I'm not sure which just from this comment.

You should see an island right away.

I just used their shader + mesh system and the required maths to do camera + perspective projection. The source is open, and the github link is right in the build - go take a peek ;)

Yeah I'd love to at some point - I just didn't want to deal with writing a first person controller on top of all the generation for the jam haha :D camera controls in general would make exploring the generation a lot more "interactive" and is definitely on my list.

It's open source too though - so if you get inspired, a PR is welcome ;)

Thanks Alexander - I agree, and I'd love to make some changes when I get time.
This is just a prototype though - to try out the idea, for a game jam. It is currently in suspended animation.

Thanks Jupiter, saw it on twitter and made sure to share it, interested to hear what you have to say about something a bit unfinished :) thanks for all you do for jams like this!

No worries, as I see it the whole point of these jams is to end up with a heap of games to play and foster some community spirit and actually playing them is pretty important for that, haha :)

I figure for a lot of these jam entries a lot of the magic is in that kind of first "exploratory" playthrough so it being fairly linear is a good thing for efficiency if anything.

Haha, all the chests are "empty" at the moment, or more don't trigger anything more than just opening.

The item metagame stuff is partly implemented (behind the scenes) and they'll feed into that once I get a bit more time to spend on it. Sorry if that led you astray.

Stunning. I really love how this looks and feels.

Loved what I've played of it so far. Will have to give it a bit more time later but I'm under time pressure today <3

Really loved the aesthetic!

Nice. The 1 bit aesthetic worked really nicely. The storytelling was suitably vague. I'll have to give it another go sometime and see where else you can end up.

I also think i recognised the image used for the factory, which was a kind of uncanny valley I haven't experienced before, and it surprised me a little, haha.

I liked it a lot. Quirky and "just the right size".

I really liked the aesthetic of the outdoors area. The parallax worked surprisingly well. The egg animation was also good stuff 👍

If you save it out somewhere that "should" be as simple as clearing the canvas with transparent black before rendering but there's no built-in support I'm afraid!

Thanks Jupiter! Gave it a look via you getting in touch on twitter - glad the jam's got some attention at least :)

(The M from ASMB here, hi!)

It might! We've talked about it a few times but we want to be sure there's actually enough gameplay there to justify a full game! We don't want to fall into the same trap as NMS where there's an infinite universe full of nothing to do, but we're also not so hot on doing a bog-standard linear platform puzzle game either. We've had a few cunning plans but haven't had time to work on any of them yet :)

Currently the A, S and B of ASMB are working their butts off to ship Moonman by early next year as well, so there's that!

(1 edit)

(I'm the M of ASMB)
Yep! Folks are already doing it but we've got not problem with people making videos of it.

E: I should probably add that this doesn't stop nintendo having a problem with it. I dunno if they're particularly anal about lets players though.