Thank you! I hope you enjoy it!
I feel like I should make more, but since I started working again (business software development), it's getting hard to find time and inspiration.
Hello Mike!
I know it's overwhelming, but I must say that it's brave and welcome that you'll try to learn coding to make your own games.
I have a bit of posts already with links to tutorials and such, but instead of repeating here more of the same (check my old posts if interested), I'll leave you here a few links to RPG development with Unity (the engine I'm using at the moment). In case it can give you ideas, or make you more comfortable with the idea to try that approach.
Unity's RPG Creator Kit
https://learn.unity.com/project/creator-kit-rpg
Brackeys' How to make an RPG (I find Brackeys very attractive for an introductory level)
https://www.youtube.com/playlist?list=PLPV2KyIb3jR4KLGCCAciWQ5qHudKtYeP7
Some links to video tutorials and such (all centered around RPG development with Unity)
https://www.youtube.com/playlist?list=PLZ1b66Z1KFKgp-sjQ8ldU3eh8DoQ3a14P
https://www.youtube.com/c/CodeMonkeyUnity/search?query=rpg
https://gamedevacademy.org/how-to-create-an-rpg-game-in-unity-comprehensive-guid...
https://learn.unity.com/project/2d-roguelike-tutorial
Well, that's a bunch, but I think that the first two are the most attractive ones if you're starting.
Good luck!!
Glad to know! I'd be honored!
Very interesting video I must say!
For my part, I used them for a prototype for a kind-of civi game too. But when I started converting from prototype to serious development... man... I stopped the thing to move to smaller games/prototypes.
You can find a few of the tiles I made in my itch.io page even. If interested.
I'd love to know more from you!
Cheers!
Hello!
Just a quick search, but hopefully, it may help.
Official Unity tutorials:
https://learn.unity.com/tutorials
Alternative Unity turorials:
https://www.raywenderlich.com/unity/paths/learn
Video-tutorials:
Beginner
https://www.youtube.com/c/Brackeys
Advanced
https://www.youtube.com/c/quill18creates
Starting with C#
This is a link to the Microsoft Learn platform (sigh, how I miss MVA):
https://docs.microsoft.com/en-us/users/dotnet/collections/yz26f8y64n7k07
Hope this helps...
Cheers!
Hello again...
Ok, a few things...
- Your timer tries to work in a way that it will create 'limit' gameobjects every 'rate' seconds, non-stop. And the only condition to stop it is 'parent.transform.childCount < limit'. You can improve this, both the timer mechanic and the condition used. The problem with this condition is working with something that may be used by another script (counting the childs of the objectToSpawn parent node). In other words, an element that it's outside your script's scope.
That's two things actually.
- GetModifier(). You have set a single range to obtain values from (and in a hardcoded way). This will limit you to a square, in best of cases. And later, you apply a second random generation that will give you a negative value most of the time. So positions will concentrate mostly on one corner of that square.
That's two things again...
Now a little theory. For a rectangle, in your case, the fastest way to define it is by placing two position vectors: (x1, y1) and (x2, y2). If you want to take a new 'X' contained inside the rectangle, take a random value between x1 and x2. The same way with the new 'Y' value.
Vector2 newPosition = new Vector2(Random.Range(x1,x2), Random.Range(y1,y2));
I imagine you want to try your own solution (I've noticed you're not reusing the code I left for you), and that's a good thing. Trying to find an alternative and possibly better solution. But remember that you will find later yourself with the problem of overlaping positions. What I think it is the original problem you write the post about.
Hope this helps you to find a solution.
If you need to ask again, do not hesitate.
Cheers!
Hello! It's been a while since I've visited the forums, so I'm a little rusty.
If I understand correctly, you want to make an element to spawn N times without repeating position.
Here is a possible solution:
Keep a list of positions already used.
And when going for spawning a Prefab and selecting the new random position, make the random position generator to avoid those positions already used. A way to do this is by trial and error.
Some code to help you get the idea...
private List<Vector3> GenerateRandomPositions(Vector2 xRange, Vector2 yRange, Vector2 zRange, int amount) { List<Vector3> randomPositions = new List<Vector3>(); for (int i = 0; i < amount; i++) { Vector3 newRandomPosition = RandomPosition(xRange, yRange, zRange, randomPositions); randomPositions.Add(newRandomPosition); } return randomPositions; } private Vector3 RandomPosition(Vector2 xRange, Vector2 yRange, Vector2 zRange, List<Vector3> usedPositions) { Vector3 newRandomPosition; do { newRandomPosition = new Vector3( Random.Range(xRange.x, xRange.y), Random.Range(yRange.x, yRange.y), Random.Range(zRange.x, zRange.y)); } while (usedPositions.Contains(newRandomPosition)); return newRandomPosition; } private void ShowLogRandomPositions(List<Vector3> positions) { string report = string.Empty; foreach (var item in positions) { report += item.ToString() + "\n"; } Debug.Log("ShowLogRandomPositions: " + "\n" + report); } private void Start() { List<Vector3> randomPositions = GenerateRandomPositions(new Vector2(-2, 2), new Vector2(-2, 2), new Vector2(-2, 2), 15); ShowLogRandomPositions(randomPositions); }
The next thing from here is to get sure they don't step on each other. For that, you should take care of the size of the objects you're spawning so playing with the allowed positions around area/proximity should do the trick.
If this was what you're trying to reach for, I hope this helps.
If you have any questions, please ask.
Good luck!
Hey! It's good to see my little kids out there! I appreciate a lot that you liked them and found them good use! Thanks!
I checked your video. Very interesting! But I missed a little more technical jargon, :P.
I've not used neural networks myself since University. But that was eons ago, and more related to image recognition and math problem solving.
Keep up the good work with your AI project!
Cheers!
Thanks for liking my work! About your request, I'm not so sure, sorry. If that's the case I'd prefer to keep working on my own projects. I'm working at the moment on a prototype at the moment, but sadly, I'm little bit stuck on the AI part. I'd love to be able to finish this prototype for real this time.
Hi,
I've noticed that you define how many points the LineRenderer will use when you click (inside StartGrapple())
lr.positionCount = 2;
But...
I'm not sure if this
if (!joint) return;
is really stopping the method if the joint is not existing yet.
I prefer to use something like:
if (joint == null) return;
Or at least, I'm more used to that expression to control if something exists.
Then, if I'm correct, it's possible that the LineRenderer is trying to draw points before the number of points has been defined (RPC_DrawRope is being called every frame in LateUpdate)
I mean, maybe I'm wrong, but it's possible that you are asking to draw the LineRenderer second position and it's possible that LineRenderer still doesn't know how many points it has to draw.
What about trying to setup the LineRenderer in the Awake method? Awake is launched before Updates.
Again, trying to help here, but I'm unable to run your code and I'm debugging just with my eyes :(
Good luck!
Hello Ariyo,
I'd like to help you if it's possible.
Can you explain something more about what kind of problem are you having?
Have you tried to communicate with the Photon addon developers first?
Then, while not being able to run your code, I've read it and I've noticed a few things that you may check.
Check this line:
joint = player.gameObject.AddComponent<SpringJoint>();
You're calling StartGrapple in every frame while your mouse button is down.
I suspect that you're not controlling that your player will have only one joint component active at the moment and that you're creating and adding multiple SpringJoint components to your player. Non stop. Possibly, you may need to control that and allow only one joint at one moment.
Here I have not so much experience and I may be wrong, but I think that the connected objects to the joint may be looked after before destroying the link/joint. ("looked after before destroying", english is so funny sometimes...) Not sure here, but destroying the joint without looking may give wonky results in the physics system.
What about just disconnecting and reconnecting instead of destroying and creating SpringJoint components? Maybe that could help.
I know it's only one, but you left this little guy...
private Vector3 currentGrapplePosition;
... lonely and abandoned between methods, being bullied down the alley, while you have all your other variables on the top of the page, what is a good thing, but not for the little guy.
Sorry for not being able to help you more at the moment.
Good luck!
Hello guys,
I've just uploaded a little asset pack, very pixely, very retro... All icons are 16x16, so you can imagine. ;)
https://cimeto.itch.io/16x16-strategyrpg-bronze-iron-age-icons
I'm stuck in another prototype and I decided to look back to other prototypes I left behind, and I remember I made a few icons for a strategy-rpg mix game some time ago.
It's a bunch of unit icons: infantry, cavalry, workers, animals... all set in some kind of bronze or iron age.
I hope you like it or find it useful.
Cheers!
Oh! So it's about learning C# and getting programming skills!
I think that a previous post of mine may even help you too. Some time ago, another user asked for programming skills guidance and I let some links there:
https://itch.io/t/1133688/i-am-confused#post-2361318
Microsoft Virtual Academy is pretty good place to get used to a lot of programming concepts.
Check the post, but here are the important links to find C# tutorials:
https://docs.microsoft.com/en-us/users/dotnet/collections/yz26f8y64n7k07
https://channel9.msdn.com/Series/CSharp-Fundamentals-for-Absolute-Beginners
I have other posts where I answer with links to tutorials and programming questions/discussions stuff, so if you have time you may like to check a few of those. But for the time being, I'd recommend you start with the fundamentals. I especially like those tutorials made by Bob Tabor.
Let me know if there is something you like.
Cheers!
Hello!
About having to make absolutely everything from scratch for a Jam, I have no idea about rules like that, and being sincere, I've never tried to participate in one. But I suspect it's possible that they require that you write them instead of just importing or copy/pasting, so you use your own variable and method names and/or structure. I want to think in a similar way as in a programming exam. I'd like to see an answer here of people that had been in Jams and in a similar situation to let us know properly.
About your second question, about a place where you can find scripts that resolve a good bunch of things, made by the community... well... I think I've already offered a link before about that... the Unity wiki, if you browse a bit you will find very interesting things in it.
Again, the link to the main page:
http://wiki.unity3d.com/index.php/Main_Page
And a few places linked in it:
https://github.com/Unity-Technologies
http://wiki.unity3d.com/index.php/Scripts
If you even need more, you can check the Unity Store for free assets or GitHub, where a lot of developers like to show their work and offer it to the community (consider always the creator's work and effort of course).
For example, in my case, a while ago I made a map generator with TileMaps, and I used the Unity 2d extension for tilemaps, so I was able very easily to have animated tiles instead of static ones. Or in another example, in a prototype I started I created a dialogue/event generator but I wanted to have a visual tool to easily navigate through the dialogue branches and interact with the actions fired by the options. So I started to make my own node map, connectors and all the stuff, but then I discover xNode and I tried it and the result was more satisfactory that what I had implemented by the time.
Let us know if those links offer what you're looking for.
Cheers!
Hello!
I don't consider myself experienced but at least I've tinkering with Unity for a bit.
What are you looking for? A 2D character movement controller? Side scroller? Top down?
A FPS controller perhaps?
There are some assets and scripts out there that can help you to avoid making everything from scratch.
For example:
https://assetstore.unity.com/packages/templates/systems/full-body-fps-controller...
You can even make use of scripts offered in the tutorials and then reuse them.
Or here is an archive of scripts and guides
http://wiki.unity3d.com/index.php/Main_Page
About tutorials and expectations... well, yeah, the moment you start trying something more complicated/serious than those tutorials you will find yourself very frustrated. Things like proper AI management, or proper savegame serialization/deserialization, bottleneck avoidance, or just even trying things that are not easy by themselves, like trying to make an RTS, or even a TBS, for example.
Try to find advanced tutorials, they may help you to find other ways to work with Unity or how to resolve problems.
quill18creates.
https://www.youtube.com/channel/UCPXOQq7PWh5OdCwEO60Y8jQ
Sebastian Lague
https://www.youtube.com/channel/UCmtyQOKKmrMVaKuRXz02jbQ
I'm not sure if this was you were looking for, but if you need to ask something else, do not hesitate.
Good luck!
Hello!
Your request is a little bit confusing, but what I understand is that you may want to have a GameObject with a script with the score (number of enemies killed perhaps?), and what you want to have is a way to keep track of how many are getting killed in that gameobject.
You can try different approaches and tricks, like search for components, link gameobjects between them, events and delegates, playerprefs...
But maybe the easiest or faster to understand is using a Singleton for a GameManager script that will keep track of the score and other elements.
Here the Singleton code page:
http://wiki.unity3d.com/index.php/Singleton
You may need to create a gameobject with a Monobehaviour to act as the GameManager:
public class GameManager: Singleton<GameManager> { ... public int PlayerKillCount; ... }
And then, just before destroying the object in that other script you have, you make a call to this PlayerKillCount variable:
... GameManager.Instance.PlayerKillCount += 1; Destroy(gameobject); ...
The best approach depends of a lot of things to consider, but if you're just looking for a place to keep the score and be able to access to it easily by other scripts, this is a solution.
If you have further questions, just shoot.
Good luck!
I'm not sure. I've re-read again your first post. What I understand is that you're trying to place a blank space of 960 pixels inside a column, but you're getting just 40 pixels wide. That was my conclussion because (if I'm correct) you're trying to get a 960px wide area but at the same time you're trying to hide the image. For what I know, if an element is set as 'hidden' it'll not show... not even a blank space.
Is that what you're trying to achieve? If that's the case I still think that you have to play with the column width if you keep the image hidden, or with the image opacity and not using the hidden property.
Another thing, if the image is inside a column, then I suppose that you mean inside a table, so you may have to check the configuration for table, tr and td elements (table, row and cell) just to be sure none of them are giving you trouble.
Sorry in advance if none of this pointers help you.
Good luck!
Hi,
Did you already try to force it a little? You can do that adding a CSS property to the div where your image is contained, or directly on the img element.
Raw example:
<div style="put inline CSS code here"> ...your content here... </div>
And about the appropriate CSS line I think to remember you have to play with width and height. I say I think to remember because I believe some adjustments may be require because of parent containers layouts.
Example from my creator page:
<img style="border:15px solid white; width: 50%; max-width:100px; padding: 10px;" src="<a href=...here goes a link itch create when adding an image</a>">
You could play with width and max-width I hope.
Some links:
https://www.w3schools.com/howto/howto_css_full_page.asp
https://stackoverflow.com/questions/26033347/display-image-full-size-css
I'd recommend W3Schools to refresh HTML & CSS
https://www.w3schools.com/html/html_css.asp
https://www.w3schools.com/css/css_dimension.asp
I hope this helps a bit!
Good luck!
PS. Sorry for all the edits. Something weird is happening when I add the second code section
Hi! If you already have implemented functionality and you're comfortable with the result, in my opinion, recoding just to adapt to a framework can be very steep. I don't recommend it actually unless you can see clearly that what the framework offers is beneficial for you. I'm not so sure about the performance hit, but if you don't really need them, I'd recommend as 'No Time To Play' says.
On the other hand, I disagree with 'Guruhebat' recommendation. Turning to Unity is not a sensible maneuver here. You'll have to recode everything to C# and adapt to Unity cycle of life. Unity, actually, doesn't make use of JavaScript, it made use of a script similar to JavaScript in appearance called UnityScript, and at the moment, it's discontinued.
Here some forum posts from the Unity forum about this subject:
https://forum.unity.com/threads/is-unity-planning-to-kill-javascript-support.403...
And an old wiki entry about it:
https://wiki.unity3d.com/index.php/UnityScript_versus_JavaScript
Good luck!
Hello! Glad that helped you a little!
I'm adding a few links with this post so you can learn properly, but yeah, you were trying to achieve with private fields and manually implemented functions what can be done with properties.
A field is a way to store a variable like so:
public float TestFloat; private string testString;
Its values can be read or changed. Private fields can only be accessed in the same class, and public fields can be accessed outside the class. Something you already used in your code.
But properties are an interesting thing. You can control what's going out or in with them. You can even alter the result or play with it.
Now an example:
public float MyValue; public float HalfMyValue { get { return MyValue/2; } }
In this example I have a public field and a public property. The property 'HalfMyValue' does not allow to change any value (no setter), but it will give you always half the value of the MyValue field.
Properties are actually a full structure of a backing field and get and set functions. So beware, they are not the same as a field. And in some way, they are considered syntactic sugar (not a bad thing, they make easier/faster to write code).
Auto-properties, or autoimplemented properties have this look:
public float MyValue { get; set; }
And they are a contracted way (write less) to make this:
private string myValue; public string MyValue{ get { return myValue; } set { myValue = value; } }
These two offer the same functionality as a public field (public and no limitations or changes to the value).
The thing is, that Unity inspectors do not work with auto-properties. A lot of people already requested the feature... but... well... not there yet.
I'm adding now proper reading about this, surely they can explain the subject a lot better than me:
https://stackoverflow.com/questions/295104/what-is-the-difference-between-a-fiel...
https://www.jeremymorgan.com/blog/programming/properties-vs-fields/
https://forum.unity.com/threads/c-use-of-auto-properties-in-unity.200114/
https://stackoverflow.com/questions/1180860/public-fields-versus-automatic-prope...
https://softwareengineering.stackexchange.com/questions/161303/is-it-bad-practic...
The fight now is when is or what is correct to use, one or the other, because in the professional development world... public fields are a no-no, they are bad practice and you should stick with public properties instead, but yeah... then we have Unity Editor and its inspectors, where we need those public fields if we want to access them when designing a game.
I've a lot of frustration about this (and I still have) because of my experience on business software development, but hopefully, this video will ease your mind:
And yeah, I know it's a big post... but hopefully you've learned a few things on the way that could help you a lot.Best of lucks!!
Personally I find the tool very interesting and after testing it a bit with the example model the first think I'd love to be able to do is to make the tools font smaller. Toolbars take a lot of space in my opinion.
And another thing I missed: being able to set camera position setting number values... or some presets on this. The thing is, I tried to replicate being able to create 2D sprites in the same style as in AoE, Cossacks, the first two Total Wars, classic Baldur's... etc (sprites from 3D models in isometric projection), but placing the camera by hand is hard. Or I've no idea how to achieve this.
Then, I tried to find about this gltf format, after 'firecat' complain, and I found this:
https://www.threekit.com/blog/gltf-everything-you-need-to-know
https://stayrelevant.globant.com/en/gltf-behind-the-scene-of-3d-magic/
https://docs.blender.org/manual/en/2.80/addons/io_scene_gltf2.html
https://apps.autodesk.com/RVT/en/Detail/Index?id=8451869436709222290
Hope this helps.
rskedmi, why don't you make a project page anyway? Leaving just a link in a forum post will make your application easily forgotten. Damn! If it weren't because of firecat post, I'd miss this. General Development board is my favorite but I only check it from time to time.
Best regards!
Hello! I fear this answer comes too late or that I'll be 'necroing' the post (I'm really sorry if that's the case) but I've just found it and I was a little bit surprised that this got no solution posted yet or maybe because this has passed unnoticed.
The solution is actually very simple. You placed the method in the 'Item' class instead of placing it in the 'Inventory' class. The inventory is the container, so the logical thing is to place the Contains check in it.
More little things. (A little off-topic but I consider good to point out)
You can use Lists instead of Arrays, so you can use a good bunch of already implemented functions in C# as 'Contains':
public List<Item> Inventory; ... if(Inventory.Contains(myItem)) { ... }
You can override the Equals in the Item class too, if you consider it necessary.
Another little thing: I've noticed that you're trying to simulate properties (in this case, with getter but not setter) in the Item class.
Just to follow a better convention here on how to do things, I'd recommend you use properties with backing fields. Something like this:
[SerializeField] private string testField; public string TestField { get { return testField; } set { testField = value; } }
You can remove the setter part in your case, of course... and about naming conventions..., follow what you find more comfortable working with.
Now... beware of auto-properties, because Unity inspectors do not show those in the Editor with Monobehaviours and ScriptableObjects:
public string TestField { get; set; }
I know it's odd, but it's a Unity thing, I had a lot of frustration myself with this too.
And here some small reading on Lists and the Array vs Lists question
https://docs.microsoft.com/en-us/dotnet/api/system.collections.generic.list-1?vi...
https://www.gamasutra.com/blogs/RobertZubek/20150504/242572/C_memory_and_perform...
And some about exposing properties in inspectors
https://forum.unity.com/threads/exposing-properties-in-the-inspector.471363/
https://answers.unity.com/questions/14985/how-do-i-expose-class-properties-not-f...
Again, sorry in case of necroposting.
Anyway, hopefully this will help you a bit.
You can check other topics with the same question here in this very board. You may find good posts where they can guide you briefly on some engines. Even some of the topics are very recent.
Good luck!
PS. About learning to code and if you're very green, you may start with scripting languages and an online tool to see the results on the fly before getting into full fledged programming languages. Sometimes I recommend JavaScript using W3Schools (I find it very easy to get through but there are more sophisticated sites out there for code debugging online).
https://www.w3schools.com/js/default.asp
It may help you if you are still trying to get by with variable management, control structures, loops, ...
Of course, if you're going hardcore you have things like C++ (UnrealEngine), C# (Unity), ....
https://docs.microsoft.com/en-us/users/dotnet/collections/yz26f8y64n7k07
https://channel9.msdn.com/Series/CSharp-Fundamentals-for-Absolute-Beginners
Again, good luck!
Hello! I wanted to say that I like it! Looks like a Fantasy General/Panzer General but in real time! I really like the idea!
Did you consider a modern war context?
Are mountains impassable so they can create chokepoints?
Have you consider making the units move slower so maneuvering can be even trickier?
Do you have more buildings in mind? Like roads or secondary castles?
In any case, looks very promising. Damn!, so much that I should reconsider returning to one of my old prototypes but I started to make it too complicated and I got stuck... So beware with my stupid questions!
Good luck! And keep up the good work!
PS. Are you considering making a creator page here?
Hello!
I'm sorry you find yourself with the bad feel that your game will get stuck to the Windows OS, but as others told you, trying to reconvert to a complete new and different engine is actually having to remake the game. I checked your game page and trailer and I must say that I find it very detailed: you have story, characters, maps, sprites and art, music, script events, ...
I tried years ago to play with RPGMaker2003 (it was 2004... yep, some years ago), and at least I remember how easy was to start prototyping (making characters, set them a few lines of dialog, a few maps...). But yes, on Unity you have to make a good bunch of tools and stuff by yourself first.
Getting it short... I wanted to help and found this:
https://store.steampowered.com/app/363890/RPG_Maker_MV/
RPGMaker MV allows you to convert the project to MacOS, Linux, Android,...
But you are using RPGMAker VX Ace,
So I tried to find a converter:
https://forums.rpgmakerweb.com/index.php?threads/vx-ace-to-mv-converter.45296/
No idea if you tried this already, but I thought that, maybe, if everything goes well, that could help you achieve to publish your game in more platforms.Good luck!!
And Merry Christmas!!!
Hello!
I was tempted to answer you before because I'm working at the moment in a simple RTS game with ships and planes, (but I'm still in the protoype phase and actually, reestructuring a lot of code because I decided to jump into Bolt for AI design), but I didn't because IMHO you were not asking for something concrete and asking even for the research part... tsk tsk tsk.
How deep you want to simulate? Is it top view or side-view? Is it actually more arcade oriented as 'Wings of Fury'?
Or maybe something completely different, like 'Achtung Spitfire!', a top view turn-based game where you command an air group in WW2 with a lot of emphasis in the simulation through abstraction:
"What about the turning and avoid being tailed? I wanna do Ai vs Ai if possible with my player object so there will be big battles?
Like how a object would react if it was tailed or how sharp the turns will be? "
Now that you put some specific questions on the table is way easier to help you. But it could be easier if you start defining your idea and what tools will you be using.
This is just some basics, but for turning, I'd recommend you set your planes with variables to set turning speed and maximum turning, so you can calculate in game how agile your planes are. And of course, things like engine power, mass/weight and ascent rate if you want to get deep in the simulation part.
(I'll add at the end of the post a GIF of what I had a month ago related to dogfighting so you can see what can be achieved).
About how they react, I implemented it this way: every plane has a visual range (I'm using Unity, so for this I use a collider and its events), as a circle around the plane, if another plane gets in visual contact (enter/exit collider) and its faction ID is hostile, the planes will turn each other to try to make a kill. And added to that, a list of contacts in range (yes, somehow you may need to code it so every plane will know what's in range and what not).
Then you asked something very interesting: how to react if the plane's under attack. For that, I'm using messages between objects. It's like they are telling each other if they are in their sights or not or firing or not: "hey man! I got ya in me sights! I'm gonna hurt ya!' "No way! I'll turn the other way around". I'm using messages even for projectiles, so they know whom they should hit and who fired them.
As I commented before, I'm adding a very badly done GIF (scaled down and faster than it should be) with an earlier version of the prototype I'm working on (or fighting against). At the beginning of the video, I spawn two fighters from a carrier that will start a defensive combat patrol, a few moments later I'm spawning three enemy fighters mid-air that will engage the carrier's fighters. You'll see that the behaviour is very primitive, they just turn to the closest one trying to find the shortest angle and they do not try nothing fancy.
I hope you can find some inspiration on some of the old games that tried so many strange ideas like 'The Ancient Art of War in the Skies', mixing strategy and arcade.
Or maybe not so old like this one:
SteamBirds
Cheers!!
Hello! I was able to publish two small games on Unity WebGL here and I had no problems.
Sorry for asking, but is your game trying to do something 'complicated'? Databases, file access, multiplayer APIs? Have you checked carefully Project and Player settings?
Sorry for not being of much help at the moment, but it's difficult answering not knowing much from your post.
Cheers!
I may be wrong, but I suspect that the OP thinks that itch.io is an online game maker tool in itself.
Just answering briefly to the OP considering the above, itch.io is, in very few words, a publishing platform for your creations, considering they're game related (games, tools, assets. resources, etc).
The next thing, if this is your first try on game making, as 'dulsi' recommended, we may help you better if you answer a little bit more about your knowledge in this subject.
Hopefully, this answer may help you a bit.
Cheers!
Hello,
The first three game development engines with 2D easy tools getting to my mind are GameMaker, Unity and Godot
I continually hear/read that GameMaker is the best for people starting to learn and oriented to 2D games, but the truth is I've never used it and I'm not so sure about development licenses. I work mostly with Unity, where I can make the best use of my C# background. Unity has, with every new version, more and better tools for 2D games development though.
A lot of people here is very attracted to Godot too, but in my knowledge, GameMaker and Unity offer at the moment way more resources and tutorials. Surely they can tell you more and point you to good resources.
In any case, I'd recommend that you make a little digging on these three engines for now, so you can find the one you think is the best for you.
Good luck!
Oh! Yeah! I played all three Discworld games, but actually, I needed walkthrough help for the first two, puzzles were completely illogical as you say. I imagine that's part of the charm of those games :P. Discworld 2 being actually more enjoyable than the first in my opinion.
About Sherlock Holmes games, there are a ton out there, from the eighties to nowadays, but to tell you the truth, I don't really like those from Frogwares, if I can recommend Holmes games these are the ones:
Sherlock Holmes - Case of the Serrated Scalpel
Sherlock Holmes - Case of The Rose Tattoo
Both are from the same studio, Mythos Software. And as Sherlock fan as I am (I hope so, I read most of the books twice and watched the Granada TV series like four times, lol), these games are actually extremely well inspired, especially the second one. I wonder if you ever tried them.Cheers!