I half want to replace my Cupig to that pig in my game, but I really do not want to do any more work in that thing. It would be funny tho.
I am almost done with my side project and ready to start making my new, bigger, better, seriouser (I promis) attempt to make a game. This time in Godot.
Posts by Yzahkin Games
That is helpful, but I am not even sure I want it like that. I put it in a godot/engine folder next to a godot/projects folder and it just feels home right now.
Yeah true! I am just so used to installing things it always hit different. Also it is so small. We have viruses bigger than this. Also every game made with it is inherently bigger. It is a very interesting experience.
With Unity you make smaller games than the editor itself.
I assumed @godotengine.org on Linux will be an install. I unzipped it. Double click. It runs. I learning using Linux day-to-day next to Godot.
done
After some side questing (building a blog for fun, like it is 2010) and actual-day-jobโข related things: now I finally make the itch version of Cupig. I just comment out Steam code, build it and done. The game will be pay what you want.
And after this: I am finally free to start a new project.
Good to know, am not sure at this point how it will work I just have a hunch about where it will go. So it is good to know.
Ah yeas I was thinking something like this. Thanks!
So #godot engine people! I have a question: Is it possible to use more than one programming languages in one project? Is Godot modular like that? Thinking about my next project and I can see a situation where C++ would be better for some stuff, but I am very fine with Godot Scirpt too.
Nobody buys my game (no surprises there), but it is so incredibly funny how many spam I get, small twitch channels, and fake looking "agencies" asking for free keys. I got 1-2 email every day.
I wonder who falls for these.
#gamedev #solodev
Walls were funny and I really do not get how bad Unity can be with collisions. But now it is solid. The problem was the grid nature of the game. Touching hit boxes wouldn't work. Overlapping ones work.
I updated Cupig's Key Collectathon. Fixed achievement code (they will open retrospective for people who should have got them already). Also added key counter (as players prefer it) and fixed the walls.
Now I will work on the itch edition, and after that make it open source and forget all about it.
My next game project will be on Raspberry Pico (no joke)
#gamedev
It is not a good game. It is a game that can be called a game though. Can be played from start to finish. It is not even an asset flip as I made everything in it. What I did not made I payed for it. Like translations. Music I bought.
So it is out. I will make itch version and open source it. Done
My game is released! So now I can say I made a game from zero to Steam release. I do not expect anyone to buy it. Also I do not expect any success from this. It plays as it looks. It is as big as the price I put on it.
#gamedev #indiedev #solodev
store.steampowered.com/app/2999220/...
Well. Now I have a button for releasing the game. I will do it sometime at July. I still have to test it in some ways, but 99 sure July will be it.
Fixed up the game and sent it to review to Steam.
So I am back from Pyrkon, Poland. This weekend I can finally take out time to fix up and test the game for release and say goodbye to this development.
I will try to fix what Steam people said is problematic in the game (they couldn't change language with the controller and that is truly a bug I did not notice). But the next two weekend and the whole week is off for me. Sooooo I am near. And far.
#gamedev
My game is on Steam for review. Also I learned a small info about the future of the process from Valve themselves.
#gamedev #indiedev
yzahkin.games/blog/posts/2...
This was a highly productive day. I fixed some levels, made a build of the game for Steam review, made a trailer (it is the lowest effort ever, not even put it here). Fixed a bug with the save system (it only supported 30 levels, the game has 100) and tested the achievements. All good.
They should really hash it before it hits anything important. I just reported this as a bug for them with the password use. Who knows maybe it will be resolved.
Not even typing the password but pasting it from my pw manager. Also the log shows it sent the correct characters to the command line. But somewhere on the way it breaks. It had characters like & # $ ! % only. Nothing more special than those. a-zA-Z0-9 let me do the upload.
Finally I have build on Steam. Funny thing: the Steam Pipe Build uploader did not accept my credentials. I had to change password (that I typed right, no white spaces). I guess its length (150 char) or one of the special characters did not sit right with the tool.
#gamedev
I do still work on the game. There are some things I have to slim down to avoid dumb bugs. I still need to hook up some buttons. Play test is ahead.
Making the Language system in my game was the most fun to be honest. Game logic did not excite me that much. Language system is not even a big part of the game. It is a small class, reading a json file based on country code. #programming
As much as I am not a fan of that company, things like these are important.
I still have to play test the whole game. Make a 100% run of it. I will do that on a Steam test build, so I see how it installs and saves, also how achievements open. After that release. And I am finally free. ๐ So close.
Meanwhile I drawn up the plans of the next one.
Things are slowing down before the finish line, because the start of the year is packed full with my family's events, also world politics doesn't make life easy or cheap.
But I finally hooked up every translation. Added music to the mix and 99 levels done from 100.
#gamedev