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hydralisk98

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A member registered Jul 25, 2016 · View creator page →

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Amazing work, looking forward to playing and reviewing it as to design my very own “Tourism Deluxe” content… Either way, there is a new Doom 1+2 compendium episode released on Steam a few days back, the very latest called “Legacy of Rust”, which takes advantage of unused content present in the files. Just though it was worth sharing the memo of it.

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Very well appreciated feedback, I was kinda limited by my skills and the current engine at hand (Môsi) here as far as guidance & goals are concerned. I also got really busy with life going haywire during Friday evening & the weekend.
I haven’t forgotten about it at all, but my Godot port may need time to cook still to properly replace said entry from said feedback and… personal suggestions as to better convey the story this Ava lady expresses. I got some suggestions of mine and of some other folks, but your contributions are always welcome. Tysm, cya soon too!
(In a nutshell, I will incorporate more tiles from the attached tileset, add landmarks, more objectives + their clues, more agency through interactive components akin to such a virtual machine’s, better ambient soundscape, character-appropriate music with localized lyrics, localized text dialogs, newer + larger tilemap and possibly? more agents into the Godot rendition…)

Amazing, glad it now does for you!

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Weird, where do you encounter such a error? In the main page? Inside the browser game runtime? On the downloads page? It is hard to debug that when I have next to no info to work from.
Edit1: I don’t find any match where such string would be in the whole codebase. Perhaps it might be from Itch.io’s hosting end as I have personally seen some access shortages (on my hardened Firefox in Canada) outside the dedicated app online in the past few weeks.
Edit2: After lurking some to see which platform you are on (Apple macOS), I am not really that surprised (definitely not pleased, over Apple walled garden that is). While I currently don’t know how to fix such macOS web runtime query yet, I will take a look into such as to to make it work for macOS hopefully soon (likely but not guaranteed to make a properly signed macOS native-ish port of such once I reach the Godot phase). Either way, your comment is very well appreciated.

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@kyuoshu , I do have my own tilesheet 12*12px tiles font ready to share, if you ever want to extract and iterate onto Cyrillic glyphs I got on there that is:
MagnaCharterTilesheetSection1_V1

Nice character designs btw, I don’t see much of anything critical to be improved upon right now.

Understood, I have my very own WIP tilesheet and some design skills up my sleeves. And yes, I would be interested in that as a non-profit game.

I have been working on a massive tilesheet for some creative retro (game? utility? software toys.) dev experiments of mine and I have filled up the first section of such. Having completed 1024 1-bit tiles of 12*12px each in a larger 4800 tiles sheet) I would like to gather feedback to reduce redundancy, optimize its utility & harmonize the styling of said assets.

MagnaCharterTilesheetV1

I will be looking forward to such constructive feedback as to soon release it on Itch for free & move on to other sections of said tilesheet targeting other self-imposed contraints.

Nice free pack! I really enjoy your style & assets on display. May I ask if you take vector (icons or otherwise) bundle commissions? Because I got a copyleft personal project with 12x12p-based tilemap sheet worth porting to SVG eventually. Not immediate by any means, hence it being merely querying if you were available for such.

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Hy. I am prototyping my very own game / “software toy” & its engine fork for the on-going open world jam, considering issues & existing tools present and a few more feats of my own.

It is something of a Turing-complete “toybox” (mostly playing with files, folders and Lisp-y REPL commands) & pondered if anybody considered porting Bitsy Hacks & Borksy to Môsi?

I will definitely try implementing such regardless and have several suggestions to append for in mind but yeah, let me know if you have suggestions for “CLADOGRAMS” or anything on my fork of Môsi (I sure hope to merge it with main once I have it ready to ship). Also, as I do want to customize the overall CSS look of the whole responsive page (HTML5/CSS3-only) for a few key accessibility & ricing reasons, is there something I should be made aware to integrate the game better with the remainder of the page?

Mockups/Screenshots

Cladograms’ Mockup 1 Yeah, it is a very… solarpunk soft warm yet abstract realm with X-wrap. Folder logic prototype work-in-progress 1

References:

https://alexsilent.itch.io/space-alice-mosi-demo

https://itch.io/t/3391735/mosi-miniscript-happiness

https://itch.io/t/3506636/is-there-a-way-to-importconvert-images-like-there-is-for-bitsy

Lovely, I will drop a donation when I can for that lovely sticker set… ^*^

I do am interested into the jam and into collaborating with you (I am fairly okay with programming and a bunch of other skills too but am more than eager to learn during the jam). I have a peticular lofi-ish artstyle as seen here tilesheet_sample1.png ; I do have my own ideas for such as a Linux first-person perspective dungeon crawler but feel free to adjust as you see fit.

It did fix partially on Bash, but not entirely (only saw some tile-based animation, not the color fix despite colr scheme revision) but I use Fish mostly. Also thanks for the lively response, here are a few screenshots for posterity.

The first level of the game in the terminal emulator Also the first level of the game, but highlighting the full level by selection

Can’t wait to see your modest engine continue to evolve and all, as it may be a worthy alternative to my Mosi game dev workflow quite soon.

A bit late on the topic, but I got theming issues too (both on the web version, the GUI desktop renditions and the Uxn CLI+GUI emulation framework) and can’t assemble the existing current Parade / Paradise available from the Sourcehut site (plus the Paradise ROM is unavailable, type code 404; Plus there may be other incompatibilities along the way to resolve as I like having the three frontend renditions CLI/Desktop/Web).

I do am still very excited about the upcoming update and all things “Rek & Devine” collective, considering I am almost done designing my very own 12-bit word computing architecture with such a Parade file system strongly in mind (among other file systems like ZealOS’ and more technical matters…); But last update repository update was a more than a year ago, and I am really looking forward to theming it with existing and custom color schemes. My very own desktop theme with KDE Plasma as of the last few days on my Artix mid-tower PC

Farewell to a response soon!

Seems cool, will check relatively soon for my very own TEXTMODE tileset to refine my design process onto what is left for it. My vast 12x12 tileset as of July 28th 2023

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Of course, it is the least I can offer as a techie enthusiast [I also use a Artix Linux tower 2014 build if you ever want to testing done on such a Linux context] (& I do like the MorseCodeGenerator thing much as well, haven’t used it abundantly yet but I did open and tested it running as expected.)

So first of all, the ZXTextGameCreator ZIP package seems to not display anything (checked into the Task Manager and it stays active for a few minutes at least but still doesn’t render any window to the desktop environment, so then I killed off the program and nothing new visually came by like error dialog or whatever)

Second, the sincity demo did not display anything but also has not even started any process either.

Third and last, the Windows-oriented TextGameCreationGameEditor has propped a single blank window before disappearing immediately afterwards and the process continuing ad eternam until I ended it minutes later.

The single error code & data shown to me thus far

Will insert error dialog onto a screenshot here from SFX when I catch it and when I used the installer the first time, the install wizard was in some eastern European language, most likely Polish for some reason.

So yeah, I guess that infodump is decent enough information as a starting point for your debugging. I am glad to be any useful to you and myself through this. (I also am about to develop/program from my own set of specifications a new “retro” computing architecture stack relatively soon which could be nice to target.) Farewell to a soon enough fix of yours hopefully!

Greetings, been lurking and tried repeatedly using your program for quite some time. The error I get each time from around every executable seems to stem from the (likely obsoleted) libraries used, at least on my Windows 11 P52 laptop with the installation spanning two physical drives. I really would love to give this program a fair chance as I would love to make some ZX-Spectrum & IBM-PC (even x86_64 architecture feels like a IBM-compatible still to me) compatible games on my laptop (the other computer I own is a Artix tower so not really suited for Windows builds directly) I look forward to your deeds and I love the other freeware (and paid) programs you made with enthusiasm.

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I liked this jam entry alot, did not display on the Konsole (terminal emulator) I use and was a bit difficult to read as far as most color schemes I had were concerned (especially for the fore-mentionned bold black color) and it was indeed a bit hard to grasp but beyond that excellent. Can’t wait to play more of those CLI games when they get a bit more user-friendly. ^*^ (Edit, might benefit alot from a repeatable single-step undo like in ‘Baba Is You’ and few additional glyphs)

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Hy. I streamed some with the game, The physics seem a bit janky and user experience could be a little more show-not-tell type of interactive, but seems fairly good as a beginner entry. Good luck.

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Awesome, I was already decided onto a few matters but considering the mixture of “Atmosphere”-ic and “First person BLANK”, I think it summarizes my game concept (Atmospheric first person “walking simulator”) quite well. For reference, I make a cozy first person “realm” of sorts with Godot, Qodot and Simple-FPS-Controller. As specified in one of my latest tagged blog posts (link at the bottom if you are interested…) albeit I am uncertain if I will be capable of implementing any multi-user mode nor personality-driven NPCs on time. Hopefully up to improve it from the demo status as a separate project for a quality Linux release (targeting KDE Plasma & its Discover software center especially) once I feel comfy with QoL, polish, marketing / SEO & responsive theming (for adding decent mobile and web playback). My post’s hyperlink: https://hydralisk98.tumblr.com/post/717701222938951680/brainstorming-venera-for-linux-game-jam-2023 ;

May I throw some game suggestion that I got thinking whilst inspired by the jam?

Register example

As I won’t participate in the jam really, but as I was designing my own computing architecture, I figured that sharing this phonebook narrative game idea could spark some innovation into the space.

I don’t and won’t promote my actual content here, that would be for me to do onto the Itch community tab dedicated forums and my Tumblr blog to provide hyperlinks over. So this post is more of a brainstorm of ideas for whoever wants to emulate Nokia 3310 hardware feel and twist it within the jam’s contraints.

In a nutshell, it is heavily inspired by Zachtronics and some contraints from the Nokia 3310 device & hardware to make a turing-complete toy with a limited index of addresses to call over, and a ‘Turing Tarpit’-style gameplay with a focused story narrative attached, like with TIS-100 or Exapunks. Might not use the actual dumb-phone functions (I don’t talk of the additional buttons, but the literal audio factor of communicating with a user) but if possible I would.

Quick rundown of the four (the last four are the only ones needed) to sixteen registers involved (having twelve generic generic storage registers comes handy, especially for grid-based movement)

I do have some narrative design, phonebook + instruction manual writeup to enact for such a concept on my end, but I feel like it would never fit the jam because of some other specifications I would deviate strongly from, like the colors I use, screen space for a decent experience, the ‘base word unit from bytes to tribbles’ + ‘edit the ~4 KiloWords total program memory of cells’ + ‘Zachtronics-y genre tropes’ details, and ofc all the analog audio phone-call emulation parts of the narrative.

But I am definitely encouraging the jammers, if it is allowed ofc, to at least attempt making a narrative yet systemic game around calling custom addressing phone numbers for the Nokia 3310 and its design space.

Anyway thanks and farewell.

My latest Mosi project is a WIP exploration software toy and serves as a first step towards making a custom 3D game engine down my pipeline but yeah, I am currently quite early in the process, aka sketching a more proper large 288x144 cells X-wrapping world map & its tiles because I got a constructed world in mind for the project that requires heavy customization, custom scripts code and other web tech learning curve stuff (taking full advantage of Mosi before I rewrite the thing for Unity, one among many milestones I got rn). Ngl, it looks like feature creep but I got some passion, resources and familarity with much so it is a fair project I can realistically do in a month. The hyperlink to the project is here -> https://hl98.itch.io/maskoch

Cool, I really would appreciate some assistance for fully understanding the inner workings of Mosi and heavily customizing it to my monthly project’s needs.

Cool, it would be interesting to see how it works.

Great initiative, I sure would love to see a couple more neolithic cultures’ typefaces from this author. Absolutely wonderful.

I haven’t tried it yet but I definitely like the premise of a adult English grammar serious game. I am fairly skilled in English as a French Canadian but I welcome this initiative with very open arms. I hope this edutainment game goes along well and fulfills it’s purpose, which would seem to be well on it’s way there. Good luck and I cannot wait to bring more value into your product. Cya ^*^

Nice thanks for your honest feedback, it’s very minimal but I do consider it as I am still learning alot of skills to make alot of game and engine ideas for what is essentially a huge idea bank I write often about on my Tumblr blog.

Made my first serious albeit prototype-y game for some jam on itch.io: https://hl98.itch.io/servitor-demo

Yet nother toy thing I made not so long ago: https://hl98.itch.io/openbsd-toy

Fair enough. I took a while but I am making a few games for Mosi right now and plan to add upon it’s features eventually. Still not sure when I will implement it inside this though. Also, this and that are also Mosi-related things of me. Sorry for the hyperlink mass-posting I just did, simply wanted to express my gratitude for this engine being my entry to my latest active game development projects.

Yep. Good to know, thanks alot for the direction and the tips.

As I am trying to design a simple Zach-like out of “Baba Is You”, “Paradise” and affirmative paradigm, and I got stuck at the “how do I design the machine and the puzzles?” step. I know a reasonable amount of programming, used some XXIIVV-HundredRabbit toys and got some Zachtronics titles (loving more TIS-100 than further-onwards games like Shenzhen I/O) but I don’t know how to design such a machine, and therefore most puzzles. However, I do see some puzzle models in my head, like comparing vessels’ values, drawing on a screen and playing chiptunes. Thanks for reading and responding to my query. ^^

Fair, thanks. I have no specific questions thus far though I just made my second ever Mosi game for a friend of mine. ^^

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Neat, how does teleportation works? I am making a personal game for my friends and wanted to be able to use such a feat for my narrative. ^.^ EDIT: Just seen it my bad, how does the engine work though? I also wanna explain it in video format to some followers of mine. ^-^