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Irog

415
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16
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26
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A member registered Oct 10, 2020 · View creator page →

Creator of

Recent community posts

I'm glad your efforts payed off :-)

Game development is a hobby for me (for now). So I'm not pulling hard for attention but more feedback to improve my skill are always welcome.

Comments, ratings and followers are clear indications of real people. Congratulation for reaching them :-)

Like you, I don't understand itch algo.

Hi Astralight Games, welcome to the itch community :-)

Some time ago I saw a large attention spike on one of my games and other users had similar experiences. There was a high suspicion of bot activity. Just make sure all the attention doesn't come from a single source or just a few sources.

Technically, CC0 is public domain and thus doesn't require to credit the author. In practice, I always prefer to credit the author.

Good on you for making an engine that adapts to external files without the need to change your code. Most of the times, my prototypes require me to edit the game engine code and recompile.

Thanks for your reply. The game has a European Portuguese localization.

Yes, it makes sense to develop a prototype. So you can have something to play and test your ideas early on.

BUT, you don't have to scrap your prototype. You can replace its simple graphics with polished art and add your sound tracks to turn your prototype into a final game. Ideally, you want to build a modular prototype where you can add or remove elements you want or don't want in the final game.

Agreed

Impressive pixel work. I just have one remark: a combatant should always keep his shield in the direction of the enemy.

Windows is a virus !

Could you help me polish Return From the Tavern ?

Thank you :-) Your translation is now in the game !

Can you edit existing sprites?

In Rome Protector, when the player swings the sword, the feet don't animate even when moving because the sprite sheet lacks sprites that combine sword swing and feet movement. The sprite sheet is Player.png from the Common directory.

They are a lot of games these days, and players have many options. So download numbers raise slowly.

Your decorative pattern looks the best.

Size doesn't matter ! ;-)

Most of my games are about 10 MB or less.

Thanks a lot !

Can you send the Spanish text file like mentioned in the section "Feedback and bug reports" of the ReadMe?

In Return From the Tavern (the only game of mine I had translated), the text files don't use CSV but use custom tags to refer to in-game variables, icons, character names, key identifications and scene transitions. How do you adapt to the need of custom tags?

I favor creating games that are fun or build a significant experience rather than creating something realistic.

It is the Mini World pack from opengameart.

Thanks for you comment :-)

The Project Settings menu you describe doesn't exist because I've not programmed it. I've now made the window resizable. Do you still have the issue you reported?

Thanks for your comment about the game concept and your report of the display issue. Can you show a screenshot of the issue? What's your operating system and screen resolution?

Having more payment options would be beneficial to both the game developers and to Itch.

The game developers can choose the payment processor that offers the best convenience / fee ratio and is available in their country.

Itch becomes more robust to external constrains imposed by just a few payment processors.

Hi

I never managed to make web conversions of my games. For now they all are: download, unzip, play. No install ! To remove the game, just delete its folder.

Would you like to play my game Return From the Tavern and share your feedback on the difficulty.

The decoder is now able to deal with 3+ bytes characters. It won't display the characters absent from the font. But I've not yet made it resistant to ill formed UTF-8 or missing bytes.

Every time I make some changes to UI elements.

I do not like installers both for the games I download and the games I upload. So I put my games in a zip file. Moreover any installer is an additional software layer that can fail.

That sounds harsh. If I raise the difficulty of my games to the point where I can no longer beat them, then they would become torture for the players.

Welcome :-)

Yes, character index was one of the issue for me too. It was also my first project were I used multiple languages. At first it read text from UTF-8 and read characters that had up to 2 bytes per characters. Guess what happened when came a new language using some 3 bytes characters...

I always build the logic with if/else and switch but the number of enemy types I have is usually small. Your system has a lot of potential when enemy types become numerous.

Adding new languages proved to be more work than expected. Almost all languages added required new characters that were not in the pixel font and adapt the game code to use the new characters and add the ReadMe in the new language and update all the ReadMe with credits to the new translator... both for Windows and Linux.

The web upload is ideal for small files like 10MB. It worked before so it feels like a software regression.

I'm glad you like it :-)

What's your best score?

If you have PC where SDL image and mixer are not installed yet, could you list the files the game is missing.

Thanks !

The resolution switch happens on the next frame. It's just a matter of looking at all elements and make sure they work OK at all the resolutions.

To answer your question, I code the control logic of my games in C. I choose the data structure that best fit the situation and in most cases I use arrays for fast access.

The girl has a right hand at the end of her left arm.

You've properly disclosed AI usage. Good on you. I appreciate your honesty.