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Andrew Hoyer

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A member registered Apr 19, 2020 · View creator page →

Creator of

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I am unsure about the specifics of some of these options. However, I am highly confident about the fact that nobody can merge anything into your own repository without you doing it. They can submit PRs, but there is no way for them to merge and commit code in your repo because, well, it's yours. They can clone your repo and make all kinds of changes to it, but yours is the upstream, and you alone control it. 

So regardless of settings, you can maintain a public repo, and only accept the changes you want. In fact, I suggest making a CONTRIBUTORS.md file that outlines how you want people to contribute, and you could create issues for those features which people could discuss, work on, and submit a PR for each specific case. That way you direct the flow of development.

I don't understand what you mean about it being a paid feature. If someone sends a pull request to you, you do not need to accept it, or merge it with your repo. I have had people submit PRs to my repos that I simply ignored. Perhaps there is some other advanced feature you're talking about? Is there a link you can point me to that describes the feature and/or the pricing structure for it?

I think the best thing about having a public repo is that other developers could expand the code, but also pull the latest changes from you so we could always keep up with your latest versions. And none of it needs to go back into your own repo unless it's something you feel meets the specific requirements and goals you have for the project.

Is this project available on GitHub? I looked, but didn't see it, and don't see any links here. 

I have seen games which have obviously been modified, and in fact I would like to contribute some ideas as well. While anyone could modify the JavaScript code, it would be nice to have a way to be organized, share code with the community, and contribute back to the project. 

For example, GitHub allows issues to be reported, which could be worked on by others in addition to yourself!

As for whether or not games would sell, I think there is potential. I had one person comment one one of my game jam entries that if I produced a longer version of the game, it is something they would pay for.

Also, you should include a "Donate" button to Pocket Platformer. I haven't made money yet, but if I ever did, I'd want to contribute back to your efforts.

Whoa, I beat this by only a fraction of a second. There's definitely a little improvement to be made still.

A few people mentioned glitches that would jump the player, sometimes backwards. Not everyone realized that they are meant to be secret ways to speed up the game. Thank you for the note!

I'm happy you enjoyed it, and thank you for the reply.

Thank you, I really appreciate your feedback!

This looks like an ambitious project with some real potential. Reminds me of "It came from the  desert". Look it up if you haven't heard of it. You could really build this out into a very interactive game.

I got the sword! However, it was partly due to luck as I didn't really know what item I was supposed to give to each person some of the time. Interesting idea, though!

Thanks for doing this - so cool! I think only one time before someone did a recording of playing my game, so it was really neat seeing it. Also, I see now that "Space" was listed as jump, even though it didn't work. I removed that text to clear up the confusion.  I really appreciate you taking the time to do a play through!

Thanks! I spent most of my time just building the levels, then going back and making the graphics look better, and improving some of the layouts so that the game was easier or at least potentially quicker to play.

The jump / dash combinations should be right next to each other. c/x and j/k. Now, that's assuming a QWERTY keyboard. Are you using another format?

I got the hang of it after a few minutes. The one thing I found was that actions weren't very obvious. How many resources does it take to forge a given item? And perhaps more importantly, what does each item do? The difference between a single shot and summoning the demon king could be relatively small to incredibly great.

Very nice! 

This game exceeded my expectations right from the  first few seconds of play, and just got better. I got stuck after a couple of minutes (couldn't get past the eraser, looks like it needs to fall over), but this is a really great game jam entry, the best one I've played so far.

Thank you! Please see the Itch page for some more detail on how I created this!

Thank you, really appreciate the feedback. I was happy to have come up with the idea of each level changing rather than the player changing, or using items that are one-time use.

Thanks for the reply here. I really just went for a simple platformer that wasn't crazy but was tough enough to allow for lots of improvement.

Hi Julian. I agree that one hand for movement and jumping is too hard. That's why c/x and j/k do these. 

The "glitch" you found is supposed to be a secret portal. Unfortunately, they go both ways.

There's a timer! You just need to complete all 6 levels to see it!

That's really good. I have one at 00:43:665, and I'm sure it could be improved even further.

Hey DK, thanks for the feedback! The "glitch" you found is actually supposed to be a secret and invisible warp zone to move you further ahead in the level (although it works both ways). It's to give something for speedrunners to look for to reduce their times.

GDFG TEAM JAM #3 community · Created a new topic 🦗

So quiet here. Other game jam community discussion are nuts. Is everyone okay?

Thanks, and thanks to you for your work on Pocket Platformer!

Thanks, appreciate the reply!

Really well done. I love how you used various objects and made them look like something completely different (in this case, to be a space theme). Also, it looks like you may have used the tracks as a decorative item across the levels. Really nice to see this level of creativity.

Super well done. You incorporated many clever ideas here I didn't even know where possible, or have used the existing functionality in a way I hadn't considered.

Really impressed by how you used the tile editor and the various effects to take this game to a whole new level. I thought of a few clever things myself, but I was really impressed.

I solved the problem. @the_l0bster, it has something to do with the landscape orientation. The CSS was triggering the mobile buttons, which didn't work either in the browser or my iPad. I deleted that chunk of CSS and re-uploaded it and it worked fine.


Game is ready to play! Enjoy!

https://andrewhoyer.itch.io/candy-corn-caves

Does anyone know why I'm seeing button controls on the game? I don't see any setting that turns this on or off. When I load the game directly in a browser, it's fine. Only on the itch page does it show up, and I see other entries don't have it.

My apologies to all participants. I thought the deadline was today. I won't be in the running for votes, but please try it out anyway.

https://andrewhoyer.itch.io/candy-corn-caves

A quick screenshot of what I'm working on. 

Looks like we have two submissions. Anyone else still working? I'll have mine done by the deadline. It's nearly there.

A thread to let the_l0bster know what you'd like to see added to Pocket Platformer.

I'd like to see:

  • The ability to add as many sprites as you want. Or at least have maybe 10 empty floor tile slots, and 10 decorative.
  • Different color background per level, allowing for above / under  ground levels.

Hey everyone, enjoy the jam!

Enjoyed this game, and the humour.

Really enjoyed playing this. I was looking for some nice examples of games made by this engine, and this is a great example.