Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

90soft90

21
Posts
3
Topics
45
Followers
4
Following
A member registered May 12, 2020 · View creator page →

Creator of

Recent community posts

Thanks for the feedback. As a hint for anyone else who has trouble finding the exit: Each maze is a big square (126x126 blocks), the starting location is always in the upper left corner, and the staircase is always near the bottom right corner. (If you're all the way in the corner and can't see it, you probably need to go up a little bit.)

Hi, this is my new game: https://90soft90.itch.io/shmup-salad

FWIW, this game appears to be on GOG now

I've been seeing a lot of pixel art and illustrations of people and environments, but none with giant mechs (like Gundam units).

"would a game become more heavy to run if it includes more tiles?"

Technically, yes, but for modern games it shouldn't really be a concern. Games from the '80s would use hundreds of tiles at a time (these are 8x8 tiles), in the '90s they'd use thousands, now there is practically no limit except the amount of time that developers want to put into something.

I think there are basically two extremes, in terms of the way people work with tiles. On the one hand, you can just draw a whole scene without even worrying about tiles, and have software convert it to tiles automatically (likely producing a huge number of tiles). Or, you start out with categories of tiles (eg. floors, walls, furniture, etc.) and start laying them down one by one to build your scene. The best way is probably somewhere in between. For instance, you start with an image of a building, and then you copy&paste pieces of it to make other buildings.

The free version of FireAlpaca handles it very well, though the 32-bit version can run out of memory working with the full size images (easily solved by resizing)

Are these MP3/Ogg files or the like? Would it be permissible, if one purchases your music pack, to adapt any tracks to a MIDI, tracker, or similar format for use in games that run on real retro hardware?

I rechecked my email on both PCs and finally located the form in question, so there is no more problem. You have my sincere apologies.

Since I did not receive the email, I will do my best to calculate the numbers that should have appeared there. But would it be possible to get the payer's mailing address and/or TIN? I can't find this information on the site either. Thank you.

Does itch.io provide creators with a 1099 form (statement of taxable income) yes or no? I contacted support about this and got no response. I can't find any information about it on the site except for an old forum post which says they sent the form by email (which I haven't gotten):

https://itch.io/t/512261/are-payouts-taxed-or-will-i-receive-a-1099-from-itchio

Considering that everyone has tax laws they need to comply with (and deadlines), I feel like basic information such as this should be out in the open.

After remapping the buttons, create a save file (any slot) and the settings should be restored next time you launch the game.

I posted a new build with additional code for supporting CD32 pads, however I have no actual CD32 pad to test it on real hardware myself. Select the CD32 option in the config utility (or command line) and give it a try. The in-game Button config should allow buttons A,B,C,4,5,6,7

Another build for Amiga was just added which may correct the screen fade / sound problem and executable flags. Feedback welcome.

Thank you for the detailed message. It seems that the code for handling 3 buttons on Amiga is already present. If you go to Game Options -> Button config and select 4butn, then you should be able to assign each of the 3 buttons.

I am looking into the other issues that you raised.

If you mean the Apollo Vampire system... I'm not certain. But I don't see a reason it wouldn't. ApolloOS seems to be based on AROS? The game runs in AROS Vision under WinUAE at least...

It is under consideration :)

Minimum requirements are 3.5MB of free memory, Kickstart 3.1 or compatible, and an AHI driver for sound. When using classic Amiga hardware, I think that a 68040 at 40MHz would be enough speed.

BTW, the Amiga AGA/RTG version uses the same graphics as the 32X. OCS version has reduced color.

Thank you. Understood.

I added a freely downloadable video capture to my project page for a paid game. When I uploaded the file I thought I marked it as a video, however it came up on the project page under a heading that says "Download demo".

If someone is doing a search on itch for games that have a demo, wouldn't they be expecting a playable demo? Or should a video also be included?

Is there a better way to host a video clip on itch? Or maybe I should move it to a separate web server?

Hi, thanks for your help. Your reply did generate a notification email proving that it works, so I guess I was worried over nothing :)

My email address is entered correctly in my account settings and I am subscribed to the itch.io Digest but I have never received any of these, or anything else except a single verification email when I initially created my account last year. I am looking for suggestions on how to test or troubleshoot this, to make sure I am able to receive emails from itch.io going forward.

IONOS is my email provider and I have already verified that the account in question does not have any spam blocking enabled.