Not really. For some reason, they kill the dog in every one of their games.
Prime Function: Holt
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For a Ludum Dare game? Dude, this was made in 72 hours. No one has a configuration / custom key-binding menu for a three-day gamejam prototype. The point is to demonstrate a cohesive playable concept, which they did extremely well. Frankly, I'm impressed with the overall quality they managed in that time frame.
If it's helpful, Luckitown loads and plays fine on the same machine. Unfortunately, Stacklands just stalls out without ever providing an error message.
I've temporarily disabled antivirus, ransomware protection, etc before installing and running, so that doesn't seem to be the problem.
Is there any way to download previous versions?
Oh, I see. Somehow, I must have replied to your comment by mistake. I meant to reply to his.
Sorry about the confusion. Yeah, it's cool that you go through the trouble to meet people's requests, but I was just pointing out that asking you to break your tilesheet down into individual files for each tile is requesting too much work for no additional cost.
In twenty-something years of game development, I have never seen anyone use tiles as individual files. Using a single tile sheet/tile atlas comes with tremendous opportunities for optimization. In the end, you want to create efficiently laid-out texture pages with all of your tiles and sprites. You then reference the UV coordinates of the sprite/tile(s) on the texture page when you need to draw one. This minimizes costly file operations, unnecessary texture page swaps, and much more than I can realistically cover in a quick comment.
If you're using a game engine, it almost certainly supports tile maps/tile atlases with some kind of native functionality.
If you're drawing to the canvas manually, you should still be using this fundamental approach to implementing tile systems. It's been refined over many years by many intelligent developers.
See: https://developer.mozilla.org/en-US/docs/Games/Techniques/Tilemaps
Please know, I'm not trying to shame you; we all start somewhere.
My point is two-fold:
1) If you're asking for separate files for each tile, you aren't working optimally. In fact, very much the opposite.
2) It's an unreasonable expectation to put on the creator of this asset. No one else is going to need individual files, not if they know what they're doing. So you're asking for a lot of tedious work, at no extra cost, for something only you require.
I genuinely hope this was helpful.
Thanks, planned to add audio last, as it drastically increases compile times, but I spent the last 5 hours trying to work around a series of build issues. Never was able to actually get the build complete, so what you're playing are cached files of a previous test run. Good times.
I'll upload the mostly functional version when I get this build issue worked out and I'll try to get that audio in.
"(which nobody benefits from except maybe the top percentage of developers here) "
I'm having trouble understanding your perspective on that. Anyone who is trying to sell a product, whether it be an asset, a game, a tool, whatever, are competing with other sellers for a potential customer's time and attention. They obviously benefit from any information that tells them how their marketing methodology is performing.
"Global rankings especially tend to drive amateurs and hobbyists away in my experience, marginalizing creators even further"
Honestly, that seems like wild, unsubstantiated speculation presented as fact. It probably applies to some amateurs and hobbyists, but certainly not everyone.
Notice: Tombstone Tactical.zip is the official CGA Jam version.
v0.1.47 should not taken into consideration when voting. We're still working on the project and this version contains some post-jam bug fixes.
@mdmnk & @NPJarcade: Thanks, guys -- We're definitely going to keep working on the project. Still a lot of bugs and issues I wasn't able to address before the deadline that I'm going to clean up, while refactoring, then we'll start filling the game out some.
Thanks, Ash. It was a lot of fun deviating from the structured, calm progression of coding into the dark and messy, desperate writing of spaghetti code, while attempting to hit the game jam's finish line. I intend to release a patched version in a few days (maybe at the end of the jam).
After that, we're probably going to rewrite the engine cleanly and continue working on this project.