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| Timestamp | Since previous | Game | TellusE's comment |
|---|---|---|---|
| Apr 24 20:16:00 | Corgi Recon Force | I'm staring at the startup-cli and nothing's happening. Should I give it longer than 30 seconds to start up or are there any essential libs I should install? | |
| Apr 24 20:22:00 | 6m 00s | Itty Bitty Boxy Thingy | I agree with hulahulahest (cheers DK!) on the mechanics side of things. It's not a new formula, but you've wielded the creation of new puzzles and a solid code base very well. <br/>I like the style of guitar play you're going for, but possibly the low fidelity of the mic made the picking and sliding sound a bit more frazzled than it could have. |
| Apr 24 20:37:00 | 15m 00s | Weird And Virtual Reality Emulated | Far as I can tell from a Google lookup, it's related to not running the game using Panda3D's Python version. <br/> <br/>Sempai, is it possible for you to make a bundled version of this project? |
| Apr 24 20:55:00 | 18m 00s | End of the World | (To downloaders: I ended up cloning the git and uploading it to my phone) <br/> <br/>I got about 10 balls bumping into my world and giving me points regardless of rotation, while I failed to lose a life at any point. <br/> <br/>Also, I'm not entirely sure why you set the game up so it needs network and phone access. <br/> <br/>Can you give a writeup of the game so people might better understand what's going on? |
| Apr 24 21:15:00 | 20m 00s | Project AtReL | I'm guessing it's been linked with the Visual Studio 2012 Beta - the newest C++ runtime lib available from MS is the 2010 edition (the, for some, notorious msvcr100.dll error) <br/> <br/>I hate to be a bother, but with about 1400 games I'm not really in the mood to get the deps and build it myself, even with the cmake file easing it a bit. <br/> <br/>zorrtwice, the source is actually bundled with the download (the, eh, "Source.zip" kind of gives it away :P) |
| Apr 24 21:25:00 | 10m 00s | tinythumb | As requested, sir: <br/> <br/>Tue Apr 24 23:23:35 CEST 2012 DEBUG:MAIN - Starting application. <br/>Tue Apr 24 23:23:35 CEST 2012 INFO:Slick Build #274 <br/>Tue Apr 24 23:23:35 CEST 2012 DEBUG:start game <br/>Tue Apr 24 23:23:35 CEST 2012 INFO:LWJGL Version: 2.8.2 <br/>Tue Apr 24 23:23:35 CEST 2012 INFO:OriginalDisplayMode: 1920 x 1080 x 32 @60Hz <br/>Tue Apr 24 23:23:35 CEST 2012 INFO:TargetDisplayMode: 352 x 288 x 0 @0Hz <br/>Tue Apr 24 23:23:36 CEST 2012 INFO:Starting display 352x288 <br/>Tue Apr 24 23:23:36 CEST 2012 INFO:Use Java PNG Loader = true <br/>Tue Apr 24 23:23:36 CEST 2012 INFO:Controllers not available <br/>Tue Apr 24 23:23:36 CEST 2012 DEBUG:GAME - Initializing game states. <br/>Tue Apr 24 23:23:36 CEST 2012 DEBUG:INTROGAME - Initializing <br/>Exception in thread "main" java.lang.RuntimeException: Resource not found: /resources/spritesheets/intro.png <br/> at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoader.java:69) <br/> at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:169) <br/> at org.newdawn.slick.Image.<init>(Image.java:196) <br/> at org.newdawn.slick.SpriteSheet.<init>(SpriteSheet.java:129) <br/> at org.newdawn.slick.SpriteSheet.<init>(SpriteSheet.java:115) <br/> at org.newdawn.slick.SpriteSheet.<init>(SpriteSheet.java:102) <br/> at net.mymilkedeek.ludum.tinythumb.states.IntroState.init(IntroState.java:28) <br/> at org.newdawn.slick.state.StateBasedGame.init(StateBasedGame.java:171) <br/> at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390) <br/> at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) <br/> at net.mymilkedeek.ludum.Main.main(Main.java:25) |
| Apr 24 21:39:00 | 14m 00s | Great fish eat up the small | Aside from the few graphical glitches and odd hitboxes, I liked the premise of basically being a Reaver, Galactus and the Silver Surfer - all wrapped up in one - and answering to a moody version of Trollface :P <br/> <br/>You might want to note that any manual runners will need not only Ruby, but also gosu (which can easily be installed if you install ruby gems as well). |
| Apr 24 22:33:00 | 54m 00s | Redbeard the Borrower | Pretty good work. I particularly liked the overall gameplay, a mix of action, puzzle and adventure to my taste. The controls were a little wonky, and since you need to stay out of sight, I'd have appreciated some sort of easy camera control. <br/> <br/>Otherwies a job well done. I mean, this almost has the production quality of late-nineties retail games (Croc3D, anyone?), barring the slight lack of polish. |
| Apr 25 17:55:00 | 19h 22m | Pluto's Revenge | Cute take on the theme. I loved the feeling of weight as you drew on several more planets. I was missing a feeling of momentum from the lack of a background, but perhaps this was intentional. |
| Apr 25 18:02:00 | 7m 00s | Heracles N Chickens | As a prototype, I like it. The simple risk-reward of rolling around dung or just banking on it could have a nice addictive value. "Just one more meter before returning with the ball". |
| Apr 25 18:10:00 | 8m 00s | Be Tiny, World! | Very nice work on the graphics. I really liked the little details - the bobbing ship, the extra cannons on the side, the volumetric fog on the explosions - kept me going for a few turns just basking in it. <br/> <br/>That being said, it is a bit stumped, but hey, with this time frame you're forced to make sacrifices, yeh? |
| Apr 25 18:20:00 | 10m 00s | The Moth and The Menace | Excellent piece of work. I kind of like the Megaman vibe you get from working the various powers against bosses hinted throughout. I have a personal dislike of mazing, though, so without a map it almost felt like a chore to get around :-/ <br/>Don't let that discourage you, though, the graphics is where it's at. |
| Apr 25 18:31:00 | 11m 00s | Affinity World | I really dug the message of small worlds as a result of social isolation, and the whole experience was pretty moving. <br/>Well-executed, finely-tuned. Excellent work. |
| Apr 25 19:53:00 | 1h 22m | Tiny Shogi 48 | I dug the graphics - smooth, all the way. Kept trying to beat the computer as well. An idiot is me. |
| Apr 25 19:57:00 | 4m 00s | Tiny World Peace | Took me a few rounds to actually realise what the point was. The shooting is a little too random to be manageable, but I liked the "do protect!" edict. |
| Apr 25 20:14:00 | 17m 00s | Orbiter | What this game really wins on is the excellent execution. It doesn't try to be more than it is, but does so with elegance. The retro graphics and audio betray the depth of gameplay. I exaggerate the latter only slightly, but it's a very nice production given the time frame. <br/> <br/>Triple thumbs. |
| Apr 25 20:40:00 | 26m 00s | subAtomic | Wonderful throwback to the good adventure games of yore. Best laughs I've had for a long time :D |
| Apr 25 20:46:00 | 6m 00s | Red | The 2d assets and textures in particular are nice in that thick pseudo-cell-shaded style. |
| Apr 25 20:54:00 | 8m 00s | Block Bros | At first I had no idea how you would introduce anything challenging, but it came with the zombies, indeed. Good fun. |
| Apr 25 21:23:00 | 29m 00s | Tiny Castles | I lolled :D |
| Apr 26 14:28:00 | 17h 05m | Micro Warfare | Barring the feeling that's more a simulation than a game, it's still a nice unique idea, with an impressive execution. The cells' interaction with each other feels like and organic. |
| Apr 26 14:31:00 | 3m 00s | Nematode | Wonderful idea :D <br/> <br/>The randomness of the worms aside (as you've mentioned), I dig the "reverse Snake" style. Maybe if you have several patterns going at once, the single-queued food might be easier to work with (or one could simply create completely random worms and hope one would come up :P) <br/> <br/>Neat work, dude. |