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benkeks

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A member registered Aug 12, 2017 · View creator page →

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That’s neat!

As of now, the modern : syntax for types clashes a bit with the : syntax for having multiple commands on a line if a command or assignment ends in a variable.

Print "hello" : Print "world" ; Output: "hello world"
                              ; works as "hello" is no variable
Local x$ = "hello"
Print x : Print "world"       ; Parser error: “Expecting end-of-file”.
Local x$ = "hello", y$ = "world"
Print x : Print y             ; Compiler error: “Type "print" not found“.

It can be solved by supplying types or parenthesis:

Local x$ = "hello", y$ = "world"
Print x$ : Print y           ; works!
Print(x) : Print y           ; works!

This problem would not be necessary in the syntax: The feature to declare typing information for variables appearing in arguments only makes sense in a context where the variable has not been properly introduced through a definition or assignment. But this situation is precisely the one prohibited by the new secure/modern dialects.

That’s so cool! The FMOD dependency has always bothered me a lot. Many thanks!

Textures with alpha channel used to work just fine in Blitz3d. (Haven’t tried it with the 2024 versions.) Back then, a common problem was that one would use 16-bit graphics mode, where there isn’t a lot of bits left for alpha info. This would make gradients feel like masked; it could be solved by also adding mode 512.

Cool! At first I did not get at all what was going on: Which ones are my units? What do the buildings do?! When I was about to just exit, I gave it another try and found out enough to win a map and have fun in doing so. Already has some TA / C&C feeling to it!

Thanks for the input! Among other things, I’ve decreased snowball colliders a bit in the new version. So now snowballs should not get stuck in trees so quickly.

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I’ve unearthed some screenshots of the very first prototype of this game from 20 years ago: https://benkeks.itch.io/yetitournament/devlog/675277/the-original-blitz-snow-craft-prototype

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Many thanks! ♥ What kind of issues do you mean about the snowballs? That the thrown snowballs collide with each other?

Really cool! :)

Nice! Love the style and especially the idea of formulating it formally as a Margolus cellular automaton.

I can’t recall all the rules of falling sand games: Is there any way of getting rid of lava? Also, I had a hard time, properly mixing salt and water—the salt-water formed a barrier between the two.

(Other experience reports: Windows build was playable on Wine/Linux, albeit with only okayish performance on my work laptop.)

It’s extremely pretty, indeed!

Once one has a circle of defenders, I did not really know how to spend the time waiting for upgrade opportunities. (Likely, re-assigning the defenders would have made sense… But I did not sufficiently understand the movement patterns of the attackers, nor did I have the imagination to picture the defenders range before placement; so, I felt that I would not really gain any efficiency this way.) I probably slacked too much, marveling at the music and graphics … ;) … Some stuff to pick up might be fun?

Extremely enjoyable! (To the point where the cookie count line-breaks and the upgrade prices overlap.)

I also did not get immediately what the updates are doing.

Have you tried how the game feels without the inertia/skidding?

(And obviously, I first tried to jump onto the enemies in order to kill them—with little success.)

I must confess that I did not make it very far… ^^ But this fits in with the marvelous arcade style where many deaths mean many coins spent, I assume! xD

(Bug-wise, I too needed to reload for new rounds in Chrome.)

Ah, okay! In order to win a level, you don’t need to lock the monsters in tightly. (Windows can be won by just going into the neighboring room and placing a block between you and the monsters… Maybe I’ll prepend it by an even simpler instance of the same situation?)

So nice to hear!

I assumed, “Windows” would be kinda easy? (At least if you don’t want to max out your highscore.) What made it hard?

In the very first versions, touching any monster was lethal to the player. Obviously, this made the game insanely hard. Since then, I drastically reduced the ways in which monsters may beat you. Now, it’s not as intuitive anymore why you need to trap the monsters, but the game play has become way more relaxed.

Ah, yeah, that reminds me that I meant to place “Hostages” later in the game as it’s a little tricky. Will do that in the next version!

I’ll not exactly reveal the solution but … there’s mechanics about closed gates (aside from standing on buttons yourself) that have been introduced earlier and that are responsible for the gate being closed in this level ;).

I’m really happy to hear that you enjoyed the game! :)

There should be one-click buttons for registering the names on all social media platforms.

On the jam progress: It worked quite well in the browser! The sounds worked but could have a little more variety and better timing of the loops.

Concerning the game as a whole: It’s cool how the game only feeds the game play information to the player in pieces! Then, on the one hand there is a strong time limit (which I did not manage to beat :/) and at the same time the movement feels a little slow / awkward. (Twice, I also seemed to be stuck next to a landed glider :(.) The setting and graphics have a nice humor to them!

Hey, thanks for reaching out!

I have not yet planned for translation. But if I arrive at a point where I add internationalization, I’ll try to get in touch with you (:.

There’s this half-finished game that I developed during my summer vacation in Portland a few years ago. (Most of the programming happened in Hilsboro, to be precise.) This summer, I picked up on it again, and this Jam seems like a sign to finally finish it…

Status

Clave is a puzzle game about immuring monsters. It also demands some dexterity as the monsters can be dangerous to the player.

The current alpha version is mostly finished with respect to core game play (I think) and there’s a decent amount of levels already. (I’m kinda planning to add one or two more kinds of monsters and a few levels.) However, what the game lacks most, is any audio.

Wanna contribute?

I would be particularly happy if anyone would like to contribute sound effects or music .

I’m also totally open for other kinds of contributions, for instance, additional levels or overhauled graphics. (Or helpful suggestions as well. For instance, pointers to audio packs with fitting style and licensing.)

A constraint is that I’d like to keep the download lightweight. It’s an HTML5 game rendered through THREE.js (no game engine, just Scala.js code) and should be playable on mobile devices. Also, any art should be compatible with the source being free software.

The destroyers are NPCs.

However, on “Last Resistance” you can fly “bombers” that are about destroyer size. :)

Hey thanks! :) You can untick the “windowed” under options > graphics.

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Thanks! I'm really glad you liked the game!

Concerning the window / viewport size issue: The runtime libraries of the game are from the early '00s---so it's quite likely that the graphics engine is not dpi-aware. (If other people run into the same issue, I'd guess executing with some compatibility mode setting can fix such problems?) 

Thanks a lot for taking your time to playtest the game! I have opened an issue to address some of the points you brought up / ran into.  https://github.com/benkeks/dgx9142/issues/3

(I'm very pleased to see that the game can at all be started without serious bugs. I mean this is basically 10 year old software compiled with an experimental updated version of a 18 year old compiler, which, by the way, also is responsible for the missing input of capital letters.)