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Prime Function: Holt

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A member registered Apr 15, 2017 · View creator page →

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Not really. For some reason, they kill the dog in every one of their games.

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.

What's the tile resolution?

BUG: Every time I take a relic with a bow + arrows, the arrows no longer fire. Just started playing today. Have replicated the bug three times with different relics/bows/arrows.

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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?

Windows 10 - game doesn't get past the little 'honk' noise. Just sits there with a black screen. Tried Steam and Itch versions.

Honestly don't know why Winrar is still used. It has no advantages over the zip format, which is integrated into every major operating system by default, but requires a, usually spammy, otherwise unnecessary download/install.

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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.

You might have misunderstood me. I was supporting your work and your methodology. My comment was directed at the other poster. 

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.

Just a heads up, Webroot is claiming the executable is infected with a trojan. Any chance you compiled the last release of the project on an infected machine?

Hey, thanks man! I'll check it out soon.

Cannot get passed "Press A to Start". The key doesn't seem to do anything.

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.

Couldn't export the project for some reason, so I finally just uploaded my browser cached test files. Currently pretty generally janky. Will see if I can re-export/re-upload again later tonight.

Super weird and original concept. One of my favorite entries.

Definitely one of my favorite entries. Great work, man.

Paypal: "We can't process your payment right now, so please try again later. We're sorry for the inconvenience." Tried several times and I use this account to make successful payments frequently.

This happens so often with itch.io payments. I wonder what's up with that.

"(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.

@Tekugare Thanks! Writing a turn-based tactics game was probably a bit too ambitious with the time I had. I was pushing to the last several minutes, trying to squeeze in a little more, but I only really ended up introducing some last minute bugs. =P

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.

Simple and awesome.

Looking forward to this game-jam! Quick question, could we get RGB or hex values for the specific hues of each palette? I'm getting a lot of tone, tint, and shade pollution and I'm having a little trouble extracting the core palette.