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Drillur

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A member registered Aug 04, 2019 · View creator page →

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Recent community posts

It's done (for Stage 3)!

Even if the very last thing I do before I die is click "Upload" from my deathbed, Stage 3 will be released. Hold ur lil humus horses!

To avoid these kinds of soft-locks, the coming update will introduce alternate jobs at a lower priority which have different costs. For example, Axes will be able to work using solely Steel (at a much higher rate), avoiding the scenario where there is insufficient Hardwood to work the normal job.

I've looked at other games in the genre on the market and I'm comfortable with $5 for the price. The only thing I'm not sure about is whether I should keep it free on Itch while it is $5 on Steam. Gotta research that!

Put your lil mouse over the animation for Sand! It will say something like "given x humus, can produce y sand". You can do that with any LORED to see which resources it requires to work

Check the save menu for exporting methods!

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Sounds like you haven't got cookies enabled. Try enabling that

I believe the save is stored in local storage, so make sure the option to not delete that is on before refreshing. You can test if it worked by opening a new tab and trying to load your save on that tab--but if it didn't work, you must close that tab and then save again. Don't delete cookies either

Really the easiest way is to download the game and play it that way

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Thanks for those kind words! I'll have 3.0.0 finished soon! Ish!

3 months, gawd willing

Ain't no way bro would roast his johnson over a fire

Probably a few months from now, if the stars freaking align. 3 months is my current guess! 🤞

It's base 64-encrypted. You can decode it online. But you cannot import saves to the browser version anyway!

Leave the tab open when you put your PC to sleep, if you're on PC and you put it to sleep. The offline earnings won't calculate if you put it to sleep.

But truthfully, not much can be skipped with offline earnings. It might seem like it, but it's not that powerful because when you're playing, the LOREDs are leveling up which doubles their output. You could have surpassed offline earnings in a short time!

But I don't see a reason why I couldn't add an option to disable offline earnings in 3.0.0!

Soon...

Fair enough! I like it!

Idk but it's obvious that whoever made this crap is a hack fraud loser

3.0.0 will have no missing animations!

The top bar will be removed in 3.0.0.

I'm not worried about bugs in this version anymore, at this point the code is completely new.

But I am curious if this bug was happening after you had a crit chance of > 0% on Wire! The net rate display does not account for crits. So it is actually displaying the minimum possible net rate.

Just u wait until Stage 3 buddy boy Mr Man sir, just you freakin wait

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I have an idea on how to make the buttons update more responsively when you can afford to purchase them. It appears to me that they are on a timer, and that's the easy way to do it, but it's not the way that feels the best to the player. Additionally, it'll better on performance!

Do something like this. I am also using ChronoDK's Big class, but I changed the func names. I forget what they were originally called. Also, I am using Godot 3.5. The terminology for signals changed in 4.0.

-

This is the global variables singleton, assuming you have the credits variable stored in something like that:

var credits: Big
 
signal credits_gained
signal credits_lost
 
 
func add_credits(amount) -> void:
    credits.add(amount)
    emit("credits_gained")
 
 
func subtract_credits(amount) -> void:
    credits.minus(amount)
    emit("credits_lost")

Now, every time the player earns credits in any way, just call "add_credits". Anytime they spend credits, call "subtract_credits".

Then, on every button, do this:

var cost_to_upgrade: Big
var button_is_bright: bool
 
 
func _ready() -> void:
    global_variables_script.connect("credits_gained", self, "credits_gained") 
    global_variables_script.connect("credits_lost", self, "credits_lost")
    update_button_cannot_afford()
 
 
func credits_gained() -> void:
    if button_is_bright:
        # it is already visually reflecting
        # the fact that the player can buy it
        return
    if global_variables_script.credits.greaterThan(cost_to_upgrade):
        update_button_can_afford()
 
 
func credits_lost() -> void:
    if not button_is_bright:
        # it is already visually reflecting 
        # the fact that the player cannot buy it
        return
    if global_variables_script.credits.lessThan(cost_to_upgrade):
        update_button_cannot_afford()
 
 
 
func update_button_can_afford() -> void:
    # this is where you set the modulate or whatever you did to make the button brighter
    button_is_bright = true
    pass
 
 
func update_button_cannot_afford() -> void:
    # make the button dimmer or whatever
    button_is_bright = false
    pass

So what this does is it will only update the button one time, and it will only check if the credits are greaterThan or lessThan one time, too.

Once it is bright, it will STAY that way until the player spends credits, then "credits_lost" is emitted, and every button will check if the player can still afford to buy the thing.

-

I didn't test any of this, and I obviously don't know how you have your code set up. But it was fun to write anyway.

Fun game!

I'm relatively inexperienced with HTML game development, but as far as I know, saves can only be cookies. 

That sounds about right! The game save is a cookie, so clearing your cookies will delete the save. It's safest to download it and play on that version instead.

It's impossible in this version due to engine restraints

Godot can export to both Linux and Mac OSX. There is a Mac laptop at work I could test the game on, but I'm not sure how I would test it on Linux.

Anyway, I believe that with the Itch launcher, you can run the desktop version on Linux.

Refresh every now and then!! The game is funky on the html version

3.0.0 will have the remaining stage 2 animations. 😃

Working on S3! Maybe join the discord? Or follow me. I'll make a post here when the game is updated.

1 wait for the 3.0 update

2 customize the speed settings in the new game menu 

3 ???

4 Speed

Until quite recently, I had decided to never finish the animations for Stage 2.

But I am now using the remaining Stage 2 animations to practice for the animations I'll need to do for Stage 3 😃

Yup, no idea why. It only happens on the HTML5 version, so I'm going to blame the engine and leave it at that. Thanks for playing bro! 

Importing to the browser version is impossible thanks to the way Godot handles HTML5 something something. 

If you're on desktop, you should see instructions in the save menu. 

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Sometimes if the game runs for too long in the HTML version, it just breaks. Refreshing it helps. Is it still stuck for you right now?

How many of them had you unlocked when they stopped? 

Stage 2 has some really fun Radiative upgrades that make the horrible initial grind worth it.

That said, the next update will introduce Stage 3 and I intend on allowing new games the option of beginning at Stage 3.

My game is very realistic.

Stage 2 cancer is worse than stage 1.

That's intended.

Integer: no decimal. 2, 18

Float: decimal. 0.3835

Long (not in GDScript): Integer, but can be a way bigger number. 

Double (not in GDScript): Float, but can be a way bigger number.

Oh, I see. Yeah, shouldn't happen, but it makes sense. Float values can be funky in video games.

Each LORED has his own local fuel storage.

Are you on the right page? LORED has had a save system since the beginning.