Skip to main content

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

Identical Games

301
Posts
14
Topics
20
Followers
2
Following
A member registered Oct 30, 2018 · View creator page →

Creator of

Recent community posts

Web server serves the response gzip encoded. Is your additional zip encoding going to save anything significant? I doubt you can get browser to run it the way you want.

Several people on freegamedev.net use C++ but that site is for open source game development. I just started looking at lemmy sites since gamedev on reddit is down.

Thanks for the review.

What do you want? Do you want to tell a story? Do you want to make a game? If your goal is to make a game, I would probably make a small section of your vision. If your goal is to tell a story, you might want to build the complete story without worrying about the gameplay. For the story focus on the main story not sidequests. After that is done go back and add gameplay/side quests.

It helps if you say what skills you have as well. A skilled programmer has more options than someone with no knowledge. Also can you build your assets or need to use premade assets.

Is there a limit of 20 projects? When looking for information I only saw a message saying it was removed and then partial put back. That you can ask and get the limit increased if you hit it.

New release came out. It adds some game over cut scenes. Ships now transform when you get an upgrade. Upgrades have different icons. Lives now have a smaller icon. Two controller support is implemented.

Your document really doesn't say a lot about the gameplay. Some do such as sudoku and picross. But the first minigame is alchemy but I have no idea what you envision from alchemy. For a project such as this it might be useful to prototype each minigame independently and then bring them together in the final project.

I typically build on an old Debian distro. Put the binary in bin folder. Copy many of the libraries into the bin folder. I don't include glibc. Create a shell script that sets LD_LIBRARY_PATH and calls the bin executable.  I also include .itch.toml file to allow it to run from the itch app easily.

Appimages are not working on clean installs of Ubuntu I've heard. Flatpak are a good solution but you can't easily have it download the runtime I believe unless you put it on flathub.

(1 edit)

Flatpaks can access joysticks but you have to allow access to devices. You can see that in Fight or Perish's flatpak manifest:
https://gitlab.com/dulsi/fop/-/blob/main/flatpak/com.identicalsoftware.finishorperish.yml

For linux games on itch, I tend to build on Debian and go with a zip and LD_LIBRARY_PATH. I also include a .itch.toml file. That ensure it can run directly from the itch app. I don't know how many people use the app but just in case.

Made a cheesy trailer for the game.

Shippy 1984 is now available on itch.io. This is the cute-em up version but can switch back to the original version by pushing the down key on the title screen.

I've been using Gimp but that's simply because I haven't looked at anything else. I will recommend a drawing tablet. I bought a Wacom One and find it makes things a lot easier. I bought it for drawing but I find doing pixel art is still easier with the device.

I've been playing around with updating the look of Shippy 1984. It is an open source Space Invaders like game. I started playing around with converting it to a cute 'em up.

I have created my own engines and used Godot. I've modified games using there own engine and ones using Godot or Love2D. If your goal is to make a game. I recommend using an existing engine.

The engine you use doesn't matter except that you need to capable of using it. Starting with a small game is much more important so that you do something you can complete in a reasonable time which you seem to have already accepted.

I recommend against doing a big open world game for your first game (or even first few). You are better off doing something more manageable and getting it released. I have several failed projects and wish I had been more strict about doing that.

A friend streamed Mojotron: Robot Wars if you want to see it being played.

https://www.twitch.tv/videos/1558478436

Mojotron: Robot Wars is an open source twin-stick shooter. The humans had been eliminated. Mojo has been experimented on by the machines and he plans to make them pay.


itch.io: https://dulsi.itch.io/mojotron-robot-wars

Kickstarter: https://www.kickstarter.com/projects/850526497/mojotron-robot-wars

Odds of someone copying your game and trying to make money off of it is low. Someone interested in doing that probably won't even care if it is legal so it doesn't matter if you make the source available. For example the rpg maker community has had people upload games onto itch and other sites when the games are available for free elsewhere.

Some commercial games have been open source. Marvellous Inc released their source code. I don't know if it was done on day one or not.

In most cases I suspect it won't matter as people won't bother to build it themselves. I do distribute open source games on this site but also provide them for free on my website.

I've done some rpg work. My latest was for the Dungeon Crawlers 2022 game jam. It used my Bt Builder engine which is an open source implementation of the Bard's Tale Construction Set. It works but it not exactly nice to use. The combat system comes from the original. For Color Monsters and OpenGameArt Movie Video Game, I designed the combat systems but they are both bad. In OpenGameArt Movie Video Game, I even disabled it before putting the prototype here. I totally underestimated the time needed to make that game.

I'm afraid I go in the opposite direction as you. The combats should be fun but I'm most interested in the story. I recently played Danger Crew. Most of the time the combats were not a challenge which made me really enjoy the game.

That would work better. I was thinking of pregenerating the characters but then referencing them in the matrix when a player might be using one of the characters might be hard.

Sorry if you felt you needed to change your cover image when I used the same one. I debated changing it when I noticed you used it first but decided to go with it anyway.

I watched the instadeath videos on Push game system. My mind keeps saying I should make a Winnie The Pooh version but I don't think it would work well with that system.

Does the "Be respectful to the spirit of Winnie the Pooh and its beloved children’s story characters" mean we can't mashup a weird game? For example no post apocalyptic Winnie the Pooh? Or can you do that ask long as Winnie the Pooh character is still recognizable and not a homicidal killer? I don't think I will be doing a weird mashup but was curious.

Looks like tigger was introduced in a different book so he is available which is too bad.

I've been working on a solo journaling game like Alone Among the Stars. It drifted a bit from that format as I didn't feel it works well for a Winnie the Pooh story.

I did not expect this to work. It's a fun game. The two modes fell disconnected but I have no idea on how to blend them together.

The look of the game is great. I haven't done very well in the game but I've enjoyed playing. I really liked the rock/stalagmite pushing to remove the lava. I almost cleared a path before running for it due to the dragonling. Too bad there was another one on the other side.

Thanks for making the code available. I wasn't sure how to procedurally generate a level in godot so I wrote my own engine. Is rlgd something you wrote?

BTW PS4 controller can control movement but buttons don't do anything.

Those villagers are really mean. I haven't been able to get to any of the boss encounters yet. Enjoyable game.

Your link to the full article is broken. I deleted the end characters and was able to view the article.

Playstation gave Slay the Spire as one of the monthly games. Having played it, it does feel more like a roguelike than the Typist's Quest to me. Because you keep getting cards and other stuff, every run feels really different. I didn't get that feeling from Typist's Quest. Maybe I didn't play it enough to see that in your game.

Searching for "infinite runner scratch" finds a few tutorials. Have you tried one?

Sorry about that. F12 switches to fullscreen. I should have made that the default. The game assumes a bit of knowledge about Bard's Tale interface. The first letter of every option in the goblin camp chooses that option. So you need to use 'c' to create one or more characters. 'a' to add them to the party. 'e' to enter the woods.  Definitely some work needs to be done on the UI.

Great game. I have a hard time managing movement but that a personal problem.

LOL. A lot of the content in the zip actually isn't used in the game. I just packaged everything that in standard in bt builder. I will have to create a way to make a minimal distribution. The game really expects you to understand the old Bard's Tale interface. I will work on fixing that.

The game style is inconsistent. You do these fill in the blanks and then at timing attack. There is nothing tying the whole thing together. Baldi's Basics has math problems in the game and it makes sense with the game. A spelling game generally only does spelling. The two types you have here don't mesh well in my opinion.

The game is also brutally hard. I do like the colorful look.

Definitely needs keyboard commands. I liked the aging mechanic and the portrait changing. I found it sometimes too dark to see the walls.