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benzado

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A member registered Mar 01, 2017 · View creator page →

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Surprisingly sweet!

Thanks, the new build works. Now I get the warning about the developer not being recognized, but that's to be expected if you're not part of Apple's Developer ID program ($$$). Using ctrl-click to open the app works just fine. Thanks again for the quick turnaround.

I downloaded the macOS version but it won't launch. :-(

macOS says,

“Port Valley [the 2022 DEMO]” is damaged and can’t be opened. You should move it to the Trash.

I thought it might be a code signature problem, so I checked that out:

$ codesign --verify --verbose=10 Port\ Valley\ \[the\ 2022\ DEMO\].app
--prepared:/Users/benzado/Downloads/Port Valley [the 2022 DEMO][macOS]/Port Valley [the 2022 DEMO].app/Contents/PlugIns/lib_burst_generated.bundle
--validated:/Users/benzado/Downloads/Port Valley [the 2022 DEMO][macOS]/Port Valley [the 2022 DEMO].app/Contents/PlugIns/lib_burst_generated.bundle
--prepared:/Users/benzado/Downloads/Port Valley [the 2022 DEMO][macOS]/Port Valley [the 2022 DEMO].app/Contents/Frameworks/libMonoPosixHelper.dylib
--validated:/Users/benzado/Downloads/Port Valley [the 2022 DEMO][macOS]/Port Valley [the 2022 DEMO].app/Contents/Frameworks/libMonoPosixHelper.dylib
--prepared:/Users/benzado/Downloads/Port Valley [the 2022 DEMO][macOS]/Port Valley [the 2022 DEMO].app/Contents/Frameworks/UnityPlayer.dylib
--validated:/Users/benzado/Downloads/Port Valley [the 2022 DEMO][macOS]/Port Valley [the 2022 DEMO].app/Contents/Frameworks/UnityPlayer.dylib
--prepared:/Users/benzado/Downloads/Port Valley [the 2022 DEMO][macOS]/Port Valley [the 2022 DEMO].app/Contents/Frameworks/libmonobdwgc-2.0.dylib
--validated:/Users/benzado/Downloads/Port Valley [the 2022 DEMO][macOS]/Port Valley [the 2022 DEMO].app/Contents/Frameworks/libmonobdwgc-2.0.dylib
Port Valley [the 2022 DEMO].app: a sealed resource is missing or invalid
file added: /Users/benzado/Downloads/Port Valley [the 2022 DEMO][macOS]/Port Valley [the 2022 DEMO].app/Contents/PlugIns/Steamworks.NET.txt

Moving that Steamworks.NET.txt file outside the app bundle fixes the code signing issue, but macOS continues to display the same message when I try to launch it.

I'm on a MacBook Air (M1, 2020) running macOS 11.6.1 (20G224).

Hey, if I'm reading the detailed results correctly, The Perfect Gem and Untitled Bowerbird Game should actually be tied for 2nd place. Should I send the prize money back to you or just send half of it to DarkBlueMonkey?

Congratulations all around! And thank you Chris for all of your hard work. This was a great jam and I'm looking forward to future ones.

Thanks for the thorough notes, Garry. You have a lot of good suggestions. If I have the time I'll try to work them into a v1.1.

Chris is correct about the title being a reference to the Untitled Goose Game.

Thank you, that's good to hear! That seems to be where most people have trouble. I haven't been able to do any "look over the shoulder" play testing so I've been unsure of how to improve it or whether I need to.

Thanks for the tip about the Embed Image. I was wondering how to get an image behind the button but I didn't connect the dots.

How do you crop your screenshots? I've been doing it tediously by hand, using the GIMP.

Thanks! That seems to be where people get stuck the most often. Let me know if you have any ideas for improving it.

It's really hard to make a decision like this, when you've got too much to do and have to let go of something. I think you made the right call. Good luck to you and I hope your school project earns you an A+!

It should not be. If you don't get away with the stick, then the dog will take the stick back to the lady, and she'll throw it again if you look. It should repeat forever as long as there are no bugs.

What? Doodley the Duck is a wholesome game is about a mother trying to reunite her family. Untitled Bowerbird Game is about trying to get laid. They couldn't be more different! :-)

Seriously, thank you for the notes. You're right, I should do a top-to-bottom review of objects and descriptions and make sure nothing is missing. I've updated the game once, before I submitted. Is there anything special I need to do now that it's submitted?

Do we need to change our game visibility to Public before submitting it? I don't mind if people see it, but I've never done a jam before, so I don't know what the usual thing is.

D’oh! I swear I searched the documentation and didn’t find anything, but there it is. Thank you!

The lesson for me here is not to underestimate the value of a good night’s sleep.

My player character is a bird. He can only carry one item at a time in his beak, and if there's something in his beak he can't tweet or peck.

Thanks to the documentation, I've figured out how to set an inventory limit to prevent carrying more than one item at a time.

But I can't figure out how to determine whether the inventory is full when I'm handling another verb. In my case, knowing the number of items being carried would also work, because in my case I only need to see if that is 0 or 1.

I think you're saying each response is separately limited to six words, so in this case it would be OK if twelve words were printed out between player commands?

I erred on the side of thinking that was not the case, and I've tried to restructure things to avoid this situation.

I have a question related to the rule, "Responses in game and in-game messages can be a maximum of SIX words".

Let's say the player is being chased by a monster who wants the macguffin that the player is carrying.

There is code in the on_command handler that causes the you to drop the macguffin when the monster approaches you. 

There is code in the on_tick handler that causes the monster to disappear with the macguffin when they are both in the room. 

Both pieces of code print a message, and it's possible to enter one command and see both messages displayed before the next prompt. Do all the words in both messages count toward the six word limit?

I just want to chime in... I haven't been able to reliably reproduce the issue, but even just moving around the map seems to randomly trigger a "press any key" state on some screens, and I also suspect the auto redescribe has something to do with it.

Oh, that's a very easy workaround! I just didn't think of it. I honestly would have been OK if the answer was to go read some JavaScript source code or something like that. Thank you!

I'm a programmer. I know documentation is hard. This is an impressive system!

How could I find that out? It doesn't appear in the Ctrl-Space autocomplete menu, it's not in the documentation, and it doesn't appear in the error message that I can generate with a bad message name.

Is it possible to change the "HANDS FULL" message when you've exceeded your inventory limit? My player character doesn't have hands.

Thank you, I was just about to post to ask about exactly this. Treasures, in my game, are blue. :-)

Hello! My name is Benjamin. I live in Inwood, New York City. This is my first game jam. I've been programming a long time, always wanted to make an adventure game. I know it's easy to lose focus on a project and I think the constraints set by the rules will give me a fighting chance of getting over the finish line. :-)