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How are your #CoronaDefoldGame projects coming?
Started by Rob Miracle Aug 11 2017 08:28 AM

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#26

santiagoluib3

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Hey @gergely.zolt89, 

 

Glad to know you've made great progress!   I'll checkout and download your APK.

 

Meanwhile, I have made some progress too on HeavyVertical, so I posted Buil 9-12-2017 here:

https://santiagoluib3.itch.io/heavy-vertical/devlog/9795/build-9-12-2017-how-planet-blue-looks-like

 

Youtube: 

https://www.youtube.com/watch?v=mZXSeCRzGEw&t=75s

 

Cheers!

Santi



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#27

gergely.zsolt89

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Hey Santi,

 

I like the look of the second planet. Do you plan to use some other forces, like wind? Or some underwater missions?

It seems to me that your game's world aims to be realistic. So in this case what are those blue crystals and the floating fuel/energy? Maybe it won't need explanation, just occurred to me.



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#28

santiagoluib3

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Thanks!  

 

You have read my mind :)  Yes, winds will definitely be a force element in the game in later levels.  Imagine lining up with the landing pad or passing through narrow tight passages while working to counter wind forces (basically, gravity set on the x axis ) .   I have considered underwater missions too, but working on the underwater assets is a ton of work, and I'm doing this solo, so that may come later on .

 

Floating green energy orbs are "refueling stops".  The main challenge in the game is efficiency - delivering/landing your cargo at their designated landing spots before you run out of fuel or blow the engine with overheating.  Some missions are long so even with full tank you can't make the distance without  a topping up.  Those green orbs (and coolers) are positioned in such a way that if you don't use power efficiently, you can't reach your destination.   As you gain familiarity you'll learn that some tricks (like using gravity, or using a "swing" or sling effect - the tugging of cargo and ship, or short bursts) can actually save fuel.

 

Blue crystals are in-game's currency used to buy upgrades like engine power, stronger armor etc.   As you progress for example, some cargo are just too heavy for the default ship, so an engine upgrade helps, and so on.  So if the player is lazy to collect the crystals but needed to upgrade, he may buy crystal packs with real IAP, or replay the levels to collect the crystals. 

 

Graphically though, at this point I am not very happy with how I presented these power-ups as floating objects.  Perhaps they're too large? Or do they look out of place considering the realistic scenery?  I'm not sure yet.  But they're there for functionality and testing the framework.  Whether that's permanent or temporary I still have to review it  :) 



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#29

gergely.zsolt89

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The windy levels sounds fun  :) I understand that it's hard for you to create all the assets too. This is why I bought a graphics package. Have you thought about that?

 

I see. The concept seems to be good.

 

I don't think they're too large. Maybe there could be some kind of drone holding the energy orbs. That could be an explanation. Maybe the blue crystals should blend in the environment a bit more. Why are there floating crystals on every planet? But these questions are not that important I guess  :)



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#30

gergely.zsolt89

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@Rob Did you have a chance to look at my itch.io page? Here's the link again: https://btmgames.itch.io/wota



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#31

Rob Miracle

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@gergely.zsolt89, yes I did.

 

Rob



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#32

Benzeliden

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I'm in with my RPG. Finally assembled all parts into playable demo.

https://youtu.be/tFspk7Rtg0I

 

In this game you need to manage a couple of heroes to unite shattered lands. You have a few heroes in your castle and portal to different locations (currently only one portal xD). Your heroes go through portal and fight different monsters - until portal energy is over. In your journey you will found some equipment (to power up your heroes), materials (to craft equipment) and portal crystals (to power up portal or open another one)

There are still a lot to do - hope I will finish my game by the end of the month



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#33

Rob Miracle

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Do you have an itch.io page setup yet?



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#34

Benzeliden

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@Rob, I just updated it today https://benzeliden.itch.io/portals-of-sacraland

As I understand I need to upload playable apk by the end of the month?



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#35

gergely.zsolt89

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I submitted my game, now I'm off for a vacation. Good luck everyone for the remaining 2 weeks!

@Benzeliden, your game's looking good, hope you can finish it on time! I think yes, you should upload a playable apk. At least that's what I did.



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#36

graham07

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Well, hopefully I'll finish it up, but here's a trailer for my jam attempt. I never got to spend as much time as I hoped, but hopefully enough :) 

Now to finish it up and post it :S

 

https://www.dropbox.com/s/tuiwe4pb51ro7m4/FireFly.mp4?dl=0



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#37

Benzeliden

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Well, hopefully I'll finish it up, but here's a trailer for my jam attempt. I never got to spend as much time as I hoped, but hopefully enough :)

Now to finish it up and post it :S

 

https://www.dropbox.com/s/tuiwe4pb51ro7m4/FireFly.mp4?dl=0

Nice trailer, you should put it on youtube and it'll go viral



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#38

graham07

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Well, with Hindsight, YouTube is probably a better place for it, so I threw it up there too - https://youtu.be/40NuC3QuyT0



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#39

graham07

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Itch IO page is up with a Windows version, now I'll go back to cleaning it up and creating levels!

 

https://graham-s.itch.io/firefly

 

Edit: Mac version also added.

 

(Yes, I know I need an icon.... baby steps)



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#40

santiagoluib3

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Finally managed to upload a beta release of my game just minutes ago despite limited time!

It may take itch.io admin some time for my entry to appear in the 'Entries' page, so in the meantime I think you can grab it here:

 

https://santiagoluib3.itch.io/heavy-vertical

 

Cheers!

Santi



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#41

santiagoluib3

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Btw, how long after I uploaded my game before I can see it on the Entries page of CoronaDefoldJam?   



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#42

Benzeliden

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@santiagoluib3 I think you need press "Join Jam" and "Submit my project" by yourself.

However I have another question: what if I will update my game after October 1 - this update will not be counted?



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#43

santiagoluib3

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@Benzeliden,  Thanks!!  That did the trick.

 

Not sure if submitting an update after October 1 is counted though.  You will have to ask the jam committee for it  ;)  



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#44

bogomazon

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Hello everyone, we uploaded our beta to itch today. It was really fun to code the game.
https://bogomazon.itch.io/sword-of-power
 
There're only 2 levels and I already found some bugs, but we still have 2 days to fix some of them.
Also we made a trailer:

 

You can download the game from itch.io or apply as beta-tester on Google Play (this way you'll receive any future updates):

https://play.google.com/apps/testing/ru.supremebanana.swordofpower

 

Feel free to give any feedback :)



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#45

santiagoluib3

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Hi peeps,
I made a last-minute update on Heavy Vertical with 14 hours remaining :D

Minor fixes made and a bonus "Milk Run" (level 2) to give new players more time to familiarize the controls.

If you have downloaded it previously I recommend getting the latest build :)

Santi

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#46

santiagoluib3

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bad news... i made a fundamental mistake of not testing my game with as many devices as possible especially the older devices.

i saw it running on a not-so-old Android devices, a Xiaomi Redmi running Android 4.2.2 1.4gHz, 2gigRam and a similar sepcs Samsung Tab..... it is horribly laggy!! :( :(

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#47

roaminggamer

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No big deal for the compo.  Turn it in anyways and see if you can optimize for slower devices later.



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#48

Benzeliden

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Hi guys,

Here is latest trailer of my game: Portals of Sacraland - https://benzeliden.itch.io/portals-of-sacraland



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#49

delimasyon

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Hi robmiracle

 

I want to thank you so much for posted ''game level tutorial'' by you.

 

It was very simple and understandable. It's very worked out.

 

I hope we can see new tutorials by you for new developers.

 

All the best..




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