Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

J. Kyle Pittman

33
Posts
1
Topics
1,410
Followers
60
Following
A member registered May 01, 2015 · View creator page →

Creator of

Recent community posts

It's my own custom engine that I've used for most of my games.

Hey, thanks for the feedback! I'll check out AAAAXY as soon as I have a chance!

Awesome, good luck on your own project!

Hey, thanks, this comment made my day! I've never really been sure how much the similarities between my solo music and game soundtracks comes through, but you're absolutely right, the soundtrack to this game in particular was very much a chiptunes version of the same kind of music I write outside of games. In a few cases, I actually did literally start with songs I'd written years earlier and reworked them as instrumentals.

My songwriting process for both is the same; I usually start with a lead/vocal melody and find guitar chords that fit underneath it. The challenge when working within the limitations of NES audio was that I couldn't play enough notes simultaneously to form full chords, so instead I would try to imply the tonality of the chords with a sparser harmony, usually with some sort of interesting rhythmic counterpart to the lead melody.

https://piratehearts.itch.io/gunmetal-arcadia-zero

https://piratehearts.itch.io/super-win-the-game

I’m actually not sure about that one. When I set the discount to 100% off, it gave me the option to make the games claimable, but it wasn’t clear whether that would also extend to items like the soundtrack which normally have a separate minimum price.

https://piratehearts.itch.io/super-win-the-game

Thanks for the bug report. I don't have a UHD setup to test on, but it sounds like that is probably the issue. Does this happen in both the D3D and OpenGL versions?

It's been a while since I've had any reports of audio issues on Linux. The earliest versions of this game supported PulseAudio exclusively, but that created more problems than it solved, so I added support for ALSA later, and that seemed to fix most of the issues folks were having. (More on that here: https://steamcommunity.com/app/310700/discussions/0/615086038667559976/)

I've been building on an old version of Ubuntu (12.04 LTS, 32-bit), and I'm not sure whether there might be any compatibility issues between the libraries I've been compiling against and the ones included with newer releases. I'll dig around a bit and see what I can find, but unfortunately I don't have a solution off the top of my head.

It sounds like the control bindings might've gotten erased somehow. If you go into Options -> Controls -> Bindings -> Map View, you can view and adjust the controls for the map screen.

Thanks for doing this! I'd like to submit https://piratehearts.itch.io/super-win-the-game

If you prefer, you can use 7-Zip to extract the files from the installer just as if it were a zip file.

Primarily the reason I use an installer for Windows builds is to ensure that all the required DirectX components are present because the game won't run without them. It also writes its install directory and uninstall data to the registry, but those aren't required.

Thanks for checking this out! I didn't have a whole lot of time to make this one since I'm working a full-time job again, but I wanted to try something different. Hope you enjoy Eponymous if you give it a try! That one's probably my personal favorite of all the games I've made right now.

Hi, can you please provide more information? What version of Ubuntu are you using? (I have only tested on 12.04 LTS.) Are you having trouble unpacking the .tar.gz file or running the executable inside?

On Ubuntu, you should be able to right-click the .tar.gz file and choose “Extract Here,” then navigate to the new folder and run the Launch.sh script.

You should also be able to install and launch the game through the itch.io desktop app, although I have not tested it on Linux yet.

Small update here: I've been able to repro this on a non-dev machine and can confirm it's related to garbage data in a render target texture. A short-term workaround is to open the console and enter "set motionblurintensity 0". I'll continue investigating a proper fix as I'm able.

Thanks for the report. I've seen a few complaints about this issue on Mac and Linux, and I suspect it is an uninitialized buffer as you said. Unfortunately I'll be away from my dev machines for the next few days, but I'll take a look at this as soon as I'm able.

Yes, as per this announcement on the Steam page

The CRT sim can be toggled under Options -> Game.

This should be fixed in the latest update.

Sorry it took as long as it did, but I got this bug fixed tonight.

Yes, please send me an email (jpittman at gmail dot com) from the address associated with your itch.io account.

I added the keys a few days ago, and I've confirmed that some of them have been received, but I'm not certain they're showing up for everyone as I expected they would.

I suspect keys may not be accessible for pay-what-you-want purchases that were below the current minimum price. That wasn't my intent, and unfortunately, I think these will have to be handled on a case-by-case basis.

If you could please send me an email (jpittman at gmail dot com) from the address associated with your itch.io account, I'll mail you back a key.

Ah, I'm seeing that too. I suspect what may have happened is when I changed the minimum price for the soundtrack after the pay-what-you-want week, it probably blocked access to anyone who hadn't paid the new minimum. That's my fault, sorry. If you can send me an email (jpittman at gmail dot com), I'll send you a download link.

Thanks!

Thanks for the info! I'll keep this in mind if anyone else reports missing audio.

Gotcha, thanks for letting me know. I don't have a Linux multimon machine to test on, but I'll see if I can find a fix for this.

Oh no, I'm sorry to hear that! I'm working on an update with a few more bug fixes, so I'll see if I can get a repro and fix for that one too.

It's a disk image file for Mac. You should be able to mount it (by double-clicking or using hdiutil in the terminal) and extract the contents, which will be an application (GunPreq.app) and a link to the Applications folder, where you can drag and drop the app.

Hey all! Gunmetal Arcadia Zero was originally released in May 2016 as a Humble Original, an exclusive to subscribers of the Humble Monthly bundle. I'm now making it available to all, and as a way of thanking you for your patience in the interim, I'm releasing Gunmetal Arcadia Zero on itch.io with a special introductory pay-what-you-want offer. This will only be available for a week; starting November 8, the minimum price will be set at $5.99.

During this week, if you pay $3.99 or more, you'll also receive the complete Gunmetal Arcadia Zero soundtrack.

I've just launched a Steam Greenlight campaign for Gunmetal Arcadia Zero, which you can find here: http://steamcommunity.com/sharedfiles/filedetails/?id=709744354

I would greatly appreciate your vote! Please spread the word on social media!

Thanks, and I hope you enjoy Gunmetal Arcadia Zero!

— J. Kyle Pittman

Yeah, the $1 DLC idea has come up a few times, either for establishing ownership (might work?) or for allowing trading cards to drop (absolutely can't work), but I'm hesitant to do either. (That's something Valve really needs to address from their end by giving players the option to choose whether free games should be owned by the account when installed.)

In any case, if you send me an email (jpittman at gmail dot com), I can give you a Steam key for YHtWtG which should have the same effect.

I'm not actually sure how itch.io works in that regard, whether tipping the difference will grant access to the soundtrack. However, the soundtrack is also available for the same price at my Bandcamp page here: https://piratehearts.bandcamp.com/album/super-win-the-game-soundtrack