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megashub

30
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A member registered Dec 13, 2016

Recent community posts

this would indeed be awesome! I'll l buy/donate to help prioritize it. :) 

great! Thank you! I've passed along these details to the Delta emulator devs. 

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I tried to play the full version rom with Delta emulator, and it fails to load. Submitted a bug report with Delta, and someone looked at it and said the problem appears to be a bad header. Can you fix, please?

This is fun! Would love a PICO-8 version. :D 

Very cool! Plays great! Is there an Android version yet/will there be?

Also, did you have to port the game to a different language, or is it still PICO-8 under the hood?

After playing my first 18 holes, I have two more quality of life requests:

1. Would it be possible to add a pause menu item that shows you where the current hole is, relative to where you're currently standing? I accidentally mashed X through one the hole's demo animations because I was trying to swing while the location was occupied by an NPC and so I lost my way halfway through, costing me a few extra swings. 

2. When selecting Play 9 Holes from the main menu, would it be possible to add another choice: Front 9 and Back 9?

Thanks for the wonderful new edition of your excellent golf game!

Quick request: Please add controller support to the rename golfer screen. If I play Golf Monday on a system that doesn't have a keyboard, I'm effectively soft locked if I enter that screen because I can't even open the menu to exit the game. 

This is great! Can I get a .p8 or p8.png version for my splore-based arcade machine, please? 

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While waiting for 1.2, I decided to try to do a find/replace of any references to title.p8 in the level files to another filename. I tried astra_and_the_new_constellation.p8 and then renamed title.p8 to that. But just making that small change broke the transition from the cart_formerly_named_title.p8 to the level files. It just stops at the end of the loading animation. No idea why. I'll keep trying, but if you have any other suggestions or thoughts as to why it might misbehave, let me know? 

EDIT: I tried astra.p8 instead of the full title with underscores, and that didn't help either. 

EDIT 2: While trying to figure out the problem, I also realized if the files are not stored in the root of /carts, they don't transition either. But even when I store them all in carts instead of a subdirectory (which would be my preference, as I have other multi-file itch carts I'm trying to keep organized), I still can't manage to rename in the code them without breaking the transitions. I'm officially out of ideas now. 

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First play:

Fun one! and I'm really looking forward to watching how it evolves from here. Great work! The only note I have at the moment is that the bosses and mini-bosses would benefit from a health meter. I aaaaalmost gave up at the end because I legit thought it wasn't supposed to end (given that there's only one stage right now). Only reason I kept going was because there was a summary screen posted here in the comments that I hadn't seen yet, so I kept playing for a bit longer and then got it. 

Pretty minor issue though. The gameplay and mechanics are great. Really excited to see the variety of weapons and buffs you end up introducing over time. 

thanks! The mechanics choice is frustrating, but I get it. Still a ton of fun! :) Here's the shot you requested. This is running natively within the linux version of PICO-8 via splore, launched from normal gaming mode (not the deck's desktop mode). 

Bought the game and am loving playing it on the steam deck. Only weirdness I've seen so far is that when I favorite title.p8 in splore, the title of the game just reads "title" instead of Astra and the New Constellation. It's purely cosmetic, I realize, but consider renaming title.p8 to the game's title and updating the level p8 files accordingly? 

Otherwise, my only frustration so far is relationship between stomp dropping and springs. Specifically, hitting stomp in the air when hitting a spring for the first time should result in an immediate high jump, but instead I have to land on the spring first and then immediately stomp which sometimes/often mutes the height I get the first time. I find that it messes with the flow and has caused a ton of extra deaths. 

Running Poom via PICO-8 linux x64 splore (full game not the demo) on Steam Deck (which has built-in dual sticks). Game doesn't seem to behave like it knows two sticks exist. 

Control options shown in-game are ESDF arrows or ESDF left/right. 

Unless I customize the controls in Steam Deck, out of the box, the right stick doesn't respond at all in game.

I'd like to figure out the optimal mappings to play as intended. 


Any tips/tricks/recommendations?

wow. Stage 2 is a great improvement! I had a very good time with it. :) A few adjustment suggestions: weapon upgrades that drop from killed enemies to help increase damage on the boss targets to come would give it a nice sense of progression. With just the base weapons, I had to spend a lot of time and effort to finally kill just one or two of those, and while the challenge was fun, it did start to feel like a slog after a while, and you begin wishing for something with more power. Especially as the ships don't die even after being soaked for quite a while and eventually just leave as the level progresses. That feels like a small failure for the player. 

Don't take that feedback to mean I didn't like it. As I said before, stage 2 is much better and I'm truly excited to see how you progress Omega Wing from here!

Might I suggest adding some way to inform potential customers that support for games by devs that don't elect to provide contact information will not be possible? This would help customers to realize they should consider this fact before deciding whether or not to buy someone's game. It might not be necessary to some or most people, but for some, it is. I, for one, didn't understand this and might not have chosen to buy it had I known there would be no way to submit bug reports. 

Or, perhaps a better solution would be to provide a bug report functionality for all titles, natively on itch.io, that is separate from comments or direct contact methods. That would certainly resolve the issue more systemically without requiring the dev to make a choice between sales and offering direct contact and/or enabling comments.

I'm sorry, as I know this is off topic for Glennhaven, but would you be willing to enable comments for Trigger Happy? I'd like to comment about a bug I'm experiencing. 

Sadly, no luck there either. :( But thanks for the swift response!

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I'm trying to figure out how to contact a game dev (in this case @muusi). Their page doesn't include a contact method, and their game page (in this case Trigger Happy) doesn't have comments enabled. I need to report a bug, but the only way that I can find is to include the bug details in a review of the game, and I don't know if they're being seen or acknowledged by the developer. Is there another route I'm just not aware of, by chance? 

I enjoyed it, as a proof of concept! It plays well, though it's super basic at present, but that's what proof of concepts are all about. I'd personally like to see where you'd take it from here.

This looks fantastic. 

I would actually like to build one of these for myself. Might you be willing to share your hardware architecture?

That fixed it! :) Works perfectly now. Thank you! 

(the change was on line 22, for reference)

quick update. To troubleshoot, I removed my keyboard mapping for all my buttons so it's only receiving input from the detected joystick. When I press the same button, it crashes the same way. So it's apparently not related to keyboard input, and solely something to do with detected joystick button presses. 

Quick bug report. Plays fine when using a keyboard, but when using a detected joystick, it crashes with a runtime error when I press a button mapped to X:

I just realized that the linux zip file contains a .png file but not a .p8.png file. So it seems I cannot perform the steps here because I only have access to compiled versions of the game.

It works for Windows and Linux desktops where dragging and dropping is functionally possible, but not for raspi, where splore is launched by a frontend like Emulationstation (common for raspi handheld consoles, arcade cabinets, etc). When I add the file to the /carts dir, it doesn't appear in the File menu in splore either. And, when I try to manually load the .png from the commandline, PICO-8 says "could not load putrid_s4nd.p8.png" 

Hello! Love the game. Bought a copy. How do I load it from within splore?

Love the game, paid for it, but then realized the zip file doesn't contain the .png version, so I can't add it to my raspberry pi PICO-8 handheld. :( Can I get a copy of the png, please?

Awesome! thanks!

Will First Access buyers be given a Steam key when the game is eventually made available there?