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Dave Green

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A member registered Jul 30, 2018 · View creator page →

Creator of

Recent community posts

Thank you very much :) 

Great game! I am happy the tool is still used and helps people make games :)

Thank you :)

Thanks :)

It now works with Godot 4 ;)

I don´t know. I haven´t checked it and am currently not using Godot, so unfortunately I don´t know. You would have to try it out ;)

Thanks!

Raylib's performance is excellent. I used love2d before but I wasn´t happy with the performance so I tested a lot of frameworks/engines and raylib was by far the best. (I was only interested in drawing shapes on the fly, so if you want to use textures/sprites there might be better options out there)

It is not perfect and has some issues but the performance is really awesome. The compile times are also fast (but I can only speak for small to medium-sized projects). I use Raylib_CsLo c# bindings and Visual Studio, so if you plan on using it with c or c++ the performance will probably be even better.

I hope this helps :)

I am sorry but there will be no update anymore for nomads sky ;(

But my next game will be very similar to Nomads Sky, called Galaxy Unknown. If you want a very early taste you can check out the Shape Engine Demo. Shape Engine is my custom-made Engine for developing Galaxy Unknown and the Demo is basically how Galaxy Unknown will look and feel.

I hope this helps a little with the bad news :)

I have looked for so long to find a simple tool for generating .ico-files! It works great and does what it is supposed to in a simple way. 

Thanks for this ;)

Thanks :)



You can check out the new demo for Fractur Hell in the browser if you want. Nomads Sky is the reason I made Fracture Hell after all.

I don´t think there will be another update :( It is more likely that I make a new game similar to this^^ But I am glad you like it :D

I am glad to hear that 👍 Thank you very much :)

Yes, they are identical. It is cheaper because of the steam winter sale right now,  normally it is 3$ both on steam and itch.

thanks, to you too :]

Thank you and I appreciate the feedback ;)

I understand that. I thought about it and decided to change the license for the paid versions (Lite & Enhanced Packs) to no longer require attribution (although still appreciated). 

I hope this helps you and I wish you best luck on your game dev journey ;)

Best Regards,

SoloByteGames

The license is the same for all packs (even the demo), so yes attribution as stated in the license is required. Is there a specific reason why you can’t or don’t want to do that ? Can I help with anything ?

Thanks for reaching out to me! 

Currently, I am not interested in participating.


Best Regards,

SoloByteGames

Thank you :) 

Yeah, this tool only uses the geometry class and my own code (if I remember correctly xD). Basically, the triangulation and Delaunay triangulation functions were the most important for me.

I just uploaded one from the latest release (v1.4.0) ;) 

Thanks a lot, I really appreciate it :D

Thank you very much :D

I have only tested the game on 2 or 3 systems and all of them are windows, so I can not really tell you much about the performance on a mac. But I tested it on my laptop and it seemed to run fine there. 5 fps of course is not an acceptable framerate... The fracturing polygon tool for Godot is not yet used in this project but it is used on another game of mine called Fracture Hell, so you could test the performance there as well.

Yeah, I got a little sidetracked with my polygon 2d fracture tool for Nomads Sky ;) But soon I will be back working on Nomads Sky!

I really like the art style and soundtrack of this game. The enemies look fantastic! 

The only issue I had was with the shotgun. The fire rate was a bit too slow for me and after manual reloading, I could not shoot for several seconds even though the UI showed that the shotgun was full.... I did not have that problem at all with the AK. 

Other than that really well-made game! Great job :D

Simple, polished, and fun game :) Nice job! 

I like the art style, especially the floating space donuts :D 

I like the concept of the game and that you chose to not do a generic bullet hell game :) 

I think the 10 seconds are way too short. I almost always died before I got even close to a battery. (Sometimes no batteries spawn for several rounds or they spawn too far away or you don´t have the right movement cards) 

That said, I like the core mechanic of the game and you should definitely keep working on it :D

Interesting game ^^ Running off-screen helps a lot at beating the game ;) More levels would have been nice though. Great job finishing your game! 

How does your game implement the theme? I am just curious if I missed something xD 


Proof :)


Thank you for the feedback :) 

The difficulty only increases when you level up. So the snowball effect should not happen, but at some point, it is likely that not finishing an arena means the player won't finish any arena in the same difficulty and therefore no progress is possible anymore. So I do understand your point ^^ 

I am currently working on a better upgrade system with more diverse upgrades, more than one way to gain level ups (not tied to speed), and more impact of each upgrade :)

Thank you for the detailed feedback ;) I am already working on improving the sounds, controls and upgrade system.

I'll have to look into the full screen button and credits page. Thanks for mentioning it!

Thank you :) The upgrade system was hard to balance especially for the late difficulties. But anyway, I will try to improve it, so each upgrade has more impact!

Thanks for the feedback :) 

The levels within the same difficulty have a pretty random spawn system which unfortunately sometimes leads to easier encounters then before... I have already fixed that in a newer version ;)

Thank you very much ;) The fracture system is the reason I joined the jam, because I wanted to try it in an actual game :D

Interesting game ;) I like the quick restarts and the death count. WASD movement or a controls section somewhere would have been nice because I needed some time figuring out to use the arrow keys ^^

Impressive game! The art style and visual effects are stunning. The overall feel of the game is very polished. One of the best games I have played so far in this jam. Well done!

Awesome art style and soundtrack :) Really impressive game!

The graphics are awesome :) I like the concept of the game of only using dodging and your shield to survive. Also, the very narrow start platform makes it really interesting each time! The only problem I encountered was sometimes facing almost impossible situations due to the random nature of the spawning. But otherwise, this is a really interesting, nice looking game :) 

Well done!

Really nice game :) Interesting concept, solid controls, and goals are explained well to avoid confusion. I also like the time slowing while not moving mechanic. I could have used that idea while making my game ^^

Thank you very much :)

Really nice concept and pretty impressive for only 10 hours! The minigames are all fun and challenging and the art style looks good too :)