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Stuff René Made

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A member registered Sep 13, 2023 · View creator page →

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Hi!

Just wanted to say thanks and let you know the Gull Tower release is now a fact. :)
Devlog on the gull tower

Also I kinda wrote a thank you to you all here as well:

https://renevanderark.itch.io/goblins-vs-fishfolk/devlog/787278/thanks-so-much-f...

❤️

Great stuff! Using this in Goblins vs. Fishfolk

great stuff! using this and alpha prota in goblins vs. fishfolk

Yep! Thanks for your comment!

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I think it makes sense that you can also provide downloadable executables next to your web build, even though you cannot compile for mac (we're doing the same). A lot of people cannot afford a mac.  I'm sure the organisers understand. I think you can just ask on their discord if you want to be sure.

PS: if you use 4.3 your game will probably do fine in the browser (just don't use too many shaders and particles, they work well, but cause slow loading times)

oh, wait! You're right actually. I should add a splash screen after the 2nd wave ends saying: "Hope you enjoyed the demo, if you'd like to try the real game, you can download it here on this page for free!"
Or smth like that..

Thanks! It is still very much a "where will it go?" Prototype.

I think you played a previous release of the web version, cus I finished the tutorial in it _very_ recently. Loving the feedback, putting it on my backlog:

https://github.com/Teaching-myself-Godot/fishfolk-vs-goblins?tab=readme-ov-file#...

Ok, this game is just super lovely!

I love the music and the artwork and the relaxing, turn-based, puzzle challenge.

Things I noticed:

  • when I click on 'M A P' it opens the map but gives me no obvious way to return to the stage I'm playing
  • how do I know which home is Ron's and which home is Rupert's? should I fail first? Don't they care where they live?


I haven't compared it with the previous version, but I think you're absolutely right to give the player control... Otherwise you get a game that plays itself, right?

Hi!

I'm really sorry to say, I am a little overwhelmed. I really like the art and music, but for a non-finance, non-business type of person this is all a bit too much info all at once. Admittedly, I sucked at bonds in all the Railroad Tycoon games too..

However, to make it immersive (and accessible) for someone like this, it might be feasible to bend this game in a direction in which you introduce the elements one by one... so maybe you don't start out as a CEO, but as a trainee, learning the ropes. (?) 

Then again, there are probably quite a lot of ppl out there who love all the dials you can turn in this game and want to know what happens next... Am am intrigued, but I did get flashbacks from when I bought a Europa Universalis game -- which apparently still has quite a fanbase.... but I was overwhelmed

How about Spear Fishing? :D

...I also saved this little reddit feedback which I tought was really funny - for the story mode:
https://www.reddit.com/r/godot/comments/1e8ugca/comment/leasis1/


I will definitely put all of these bullets on my wishlist! ...time speedup might mess with my lo-cpu physics, though (allows more fish nodes), but never hurts to try.

Ok, did a lot of work on the web-demo... Maybe you'd be willing to test again?

Ok, I (hopefully) fixed it!

https://github.com/Teaching-myself-Godot/fishfolk-vs-goblins/blob/master/README....

Hi! My son and I tried it with our controllers. It was a lot of fun, of course.

So the visuals and audio are of course almost AAA grade, which is amazing! 

The performance is also flawless.

When it comes to playability/ui/fun there is room for improvement:

  • The characters could be more aggressive. Meaning more explosive speed with every movement.
  • They should be more responsive, when I press a button I would like to see my character act within 5ms, not 25ms

Honestly, It is of course quite scary to install a game requiring extra DLL  dependencies and give extra permissions even when installing from the Itch desktop... 

I would never have tried this if not I'd at least read communications you've had in other jams about this game. Probably for this high end type of game a wasm/web export is not feasible, but it _is_ a way to lower the threshold for ppl..

I wish you all the luck in finding those funds and high end artists / webdevs for your project.

I uploaded a new .exe (not yet a new web demo) with most of your feedback. See the readme

Well, I for one am really impressed; I will definitely try your game today (when I can wrench my mind away from my own projects that is!)

hi! I would really like to try multiplayer,  but are you anywhere near CEST timezone? ..for me, most activity here is between 12pm and 4am it seems

Good point.. 

I had not thought of that... I should reverse the order and only spawn them in after the build instruction. Thanks!

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Wow! That's great feedback! Really cool! Thanks for taking the effort.

I must admit, this tutorial was a struggle; it's quite hard to imagine any given individual to cater to... but with this kind of feedback I can really fix it.

I'm picking it all up on my backlog (README) as soon as possible.

I was thinking about a perch of attack pigeons before (in stead of the missiles)... Then the launcher-pads would be their perches, right? I have a lot of 3D modeling to learn.

That would be perfect... You sometimes have to assume the worst in people understanding what to do, I guess! I'd like to see the update when you'll have put the single player button in, keep in touch!

Sadly, I did not quite get how to start a game (with or without other players). It does look very good and the UI and audio are also really cool.

Maybe if you could explain how I could get it started?

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thank you for these suggestions! Audio is definitely not my forté :)

did you playtest the browser version?
The browser game is very experimental and very laggy right now; I wrote it for native windows. The lag also explains the UI  not working properly (there are frame count based delays which do work on 60 fps but not on 20 or 15 ... 😅) ..

And you guessed right on the gamepad (was aiming for local coop multiplayer)

Looks really nice! I'll try it out once I'm back from vacation.

I would have loved to submit my next iteration for this jam. But I can't make it in time. Can I submit the same project next time around?

Goblins vs. Fishfolk on itch.io


A fangame of Pixeljunk's Monsters 2, downloadable for Windows and Linux .

Play with keyboard and mouse, or up to 4 game controllers!

This game was written in Godot 4.2- stable and 'Forward+' compiled for Vulkan.

Source code on github under the MIT license. - No cute sea life was actually harmed in the creation of this game!

If anyone sees my game, and this board: what should be next? This is a weekend and evenings project, so we're not expecting all too much, however... Would you like me to either/or:

- make tutorials on how to contribute to this game?

- share more of the development story?

- develop new content for the game?

- don't quit my dayjob?

- something else entirely

- can't be bothered

ok, so I still think this rocks... lost my marbles due to the addictiveness of it ;-D

Ok, so the day 5 tutorial is half-way now. In the mean time, I've built some .exe files to preview your tutorial progress in Godot 4.1.1's version of Zelia...


...also... seems like I'm going to have to scout a new migration guide soon! 4.1.2-stable sounds like something I want to get in on!

https://github.com/godotengine/godot/releases

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After a 14 day research stint I'm now finally ready to start writing day 5.

Topics for day 5 will be:
- Make a bouncing Slime monster

- Add the tree-trunk terrain

- Make tiles Zelia can break

- Allow those breakable tiles to fall down

- Reuse tiles as background scenery

- Review my failed attempt to replace my TextureRenditions singleton with shaders

Spoiler warning: there will be some Godot 4.1 recipes for dynamic tiles in here I could not find on the web -- give me a weekend to write them out..

Any feedback on day 1 thru 4 is more than welcome of course!
https://github.com/Teaching-myself-Godot/rewriting-zelia-tutorial/tree/main#learning-godot-by-rewriting-zelia

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So... since I started I have learned a few things:
I'll be rewriting Zelia to teach myself godot 4.1.1
I'll be sharing this experience on github, possibly you'd care to join?:
https://github.com/Teaching-myself-Godot/rewriting-zelia-tutorial#learning-godot...

Fixes in v0.1.1:
- adds tutorial for gamepad
- fixes keyboard-jump soft lock when entering 'worm nest of operations XD'-map from start-map

Fixes in v0.1.0:
- tutorial for keyboard and mouse now correctly states to use up-arrow or 'w' to open doors (in stead of spacebar)