How are your #CoronaDefoldGame projects coming?

Keep in mind that everyone has access to offline builds now.  The simulator is no doubt more convenient, but if you’re having long build times, it may be time to investigate using native builds even though you’re not using any native features.

For now, this is only available for Mac users but we are working on getting Android builds working in Android Studio on Windows.

Rob

@Rob What do you think about my question regarding finding a publisher? Is it okay according to the jam rules?

I’m pretty sure you’re free to do with your entry what you want. So finding a publisher should be fine.

Rob

@Rob Thanks, that’s great news!

Here’s my itch.io page: https://btmgames.itch.io/wota

There’s an apk to download on the page. Currently I don’t have a video to show, maybe tomorrow.

Enjoy!

Edit: Now I uploaded a few anim gifs.

n1yJNk.gif

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

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.

Thanks!  

You have read my mind :slight_smile:  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  :) 

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  :slight_smile:

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

@gergely.zsolt89, yes I did.

Rob

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

Do you have an itch.io page setup yet?

@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?

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.

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

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

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)

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