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JaredBGreat

17
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A member registered Oct 17, 2017 · View creator page →

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I can't really afford a new console (and I TV...and a bigger place for the TV) right now.  However, the Steam version should work for sure, having a native Linux version and full controller support.  I have written Atari about it.

Thanks.  If I ever get the dev environment restored I'll look into how to get it on the platform.  There was a loss of much of it, but I have an idea how to get it back now.

I was never able to get past the two guys on the dock.

I don't know how many more updates there will be or how far I will go with this -- I may start adding features again, though I also really need to slow down on it.

I started to make such a video when my video editor crashed and I rage-quit that for the day.  I also doesn't help that I never seem to get far enough to find the good items when recording.  I guess I need to calm down and start working on a new trailer again.

I'm not sure about the price, but I went ahead and finished setting up for a Steam page, since I'd already paid for one, picked a price for Steam (one I'd have been happy to pay for something like this) and copied it to here since it didn't seem fair to charge different prices in different places.

My original goblin, cut in favor of Polygon Maker's goblins.


Well, it gets stuck in the dialogue if I talk to the anime girl on the dock, being effectively locked up at that point.   It also locks up on the start screen after dying, so I can't try more than once without killing the game on the command line and re-starting.

Also, probably not linux specific, but what seems to be the strong attack (block then attack giving the thrust forward) allows the play character to move over obstacle that normally are barriar to get stuck (on the dock).

If you make a Linux version I'll test it.

I really wonder if I should have included a Mac version of my own game -- the reason I didn't for a long time is that I do all my own testing and can't test Mac or give instruction how to run/install mac.

Thanks, that is generally good advice.  I will say the one reason I haven't actually tried you game is that I only see versions available for Windows.  I usually only go to Windows to work in the Unity editor (which still just works better there and allows much better IDE integration) -- and then I just want to shift back to Linux.  As strange as it may sound, I play games exclusively in Linux, and only even installed Windows to try tinkering in Unity and UE4.

My plan for this wasn't much more complicated than this, though I put a list of things I'd like to do with it in my latest update dev log.

At one point I did have the idea for an elaborate action RPG resembling a cross between Daggerfall and Minecraft with elements of shooters (Hexen) and even The Sims (with NPCs) -- but I'm sure all that is way beyond what I can realistically do.  Anyway, this is not planned to become that!

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Thanks, I'll take that into consideration.  Honestly, I'm not sure where the stages should be.   I've been thinking of  alpha as time to add most features after the core systems are setup -- based on alphas not be available to the public or for dev testing only in general software.  But perhaps I'll wait until I've add most/all mobs and fixed really glaring bugs (like unmeshed overhangs) -- EDIT: Perhaps I should at least have caverns in a game with "caverns" in the name first...

Thanks!

Thanks, I plan to (and just did an emergency bug fix).

Thanks.  The first Java version I tried was Java 4; before that I used C++ and Pascal, but never wrote anything that couldn't be printed on a few pages.  This was Java 7, the first language I got good at, thanks a lot to Minecraft.