ToyMania, my third standalone game.
Wróć do Games#61 thespyde
Rudolf, you misspelled calender, (C, A, L, E, N, D, A, R is the way it's spelled properly), unless he spelled it the other way. You spelled conveyor belt properly, that's why I pointed this out.
#62 DevilGuardian
I've been trying to indent my games as well, but I see that being very messy for someone who has never seen what indented code looks like untill now. I see why it's required in languages like python because the code won't run without it, and it's standerdized to do that.
-- (rudolf):
Also a code tip, it would be somewhat amazing if you would have your code more structured. For example, includes/deps for requirements that are not your own or generally shared ones that are in multiple games such as the slider class etc, includes/general, includes/menus, includes/settings etc. Then you just need to make #include"includes/*.nvgt" in the main game (currently or at least when I last saw it you include every script manually which is a waste). In includes you can have includes.nvgt which includes just all files in the corresponding folders (e.g. #include"general/*.nvgt", #include"deps/*.nvgt" etc). Also, indentation would be useful if you can effort it. And a last thing which has been annoying me pretty much for some reason. Without a particular reason you just copied form.nvgt from C:/nvgt/includes/form.nvgt into the includes folder of simple fighter. Why if you just can do #include"form.nvgt" and it will choose the one from the nvgt directory? The same goes for speech and some others. Is that being used so you can modify them, or is there no meaning behind it? If first applies, then you just could use the callbacks for soudns as example, and add new elements to the class with stuff like class form :: audio_form { (or vice versa - class audio_form :: form { -, I am not entirely sure).
--
#63 DevilGuardian
Guys, I re-released the toy mania game to fix a quick bug with game sessions. Basically, when you finished a game and started a new one, the stuff that previously appeared, such as the cars and guards show up at the beginning as if you were on level 4 and abuv. Please re-download the game if you want this fixed.
#64 DevilGuardian
Hello audiance! I finally got through with making this next major update i'm about to share down below.
I've added lots of most requested features, and fixed a shit-load of bugs. Excuse my french, but thought I had to say that because it was hard as hell to do.
Anyways, back to the scheduled program. Without any further hesitation , here's what's new in version 2.0.
Added an option in the pause menu to copy your current level and game mode to the clipboard for easy sharing or progress tracking.
Fixed a bug where the game failed to restart propperly upon activating it in the main menu.
Implemented a health warning system in all of the game modes. If your health gets below a certain threshold, a heartbeat sound will play to signify that you're in real danger of dying.
You can now directly quit the game session right from within the pause menu.
Added the ability to adjust the ambience and music volumes of the game. You can press the page up or down keys to adjust the music, and home or end to adjust the ambience. These settings are automaticly saved the next time you start a new game session.
Added a confirmation prompt when pressing Escape during gameplay. Players are now warned for quitting the current game session. This allows them to abort the action if pressed accidentally.
Made it so the post game copy prompt option found in the settings menu also controls the copy prompt found in the pause menu.
Made it so session based achievements don't get coppied along with your actual in-game statistics when using the pause menu or the post game copy prompt after death or victory.
Added sounds for pausing and resuming the game.
Added a pause menu to the normal and endless game modes. You can resume, view and copy aall of your session-based stats there.
Made it so pressing the letter L tells you wich game mode you are on after announcing your current level.
Made it so the machine gun is only available in the endless game mode. This also includes the restriction of keys to check and reload the ammo for it. The readme file's keyboard command section is also updated to reflect this change as well.
The endless game Mode has now been completely rebalanced to match the Normal game Mode for the first 6 levels. This offers a gradual and familiar introduction before the difficulty of the game increases. After level 6, the mode will start ramping up with more enemies and collectibles.
Adjusted the Endless Mode progression for better difficulty scaling. Previously, the Endless Mode would overwhelm players early on by spawning guards, cars, and keys all at once.
Added a keyboard shortcut to check the position of the winning door in the endless game mode. This shortcut is also in the readme file as well.
Made it so endless mode starts the player with 10,000 health instead of 1,000. This provides a better chance of survival against harder difficulties with spawned guards.
Fixed an issue where cars would disappear between levels 4 and 6 in endless mode.
Added descriptions to the game mode options found in the start game menu.
Added an Endless Mode to the game. Players can now choose between Normal Mode and Endless Mode before starting a game. In Endless Mode, gameplay difficulty gradually increases over time without a final level, encouraging long play sessions and making session-based achievements more meaningful.
Addressed an issue where the behind pitch decrease option wasn't working propperly in the game when it was disabled in the settings menu.
That's as much as you'll ever get out of me for this update. Haha. But siriosely though, I really hope you guys enjoy what I have to offer. I had a tun of fun testing it regardless.
If you find anything worth adding and or fixing I should know about, please let me know. I'll try my best to implement them based on my availability. Thanks in advanced to those who play my game. I really value your appreciation.
Here's the link to the game as usual.
https://tsatria03.itch.io/toymania
Enjoy, and happy collecting!
#65 thespyde
Okay, what I noticed is that I was trying the endless mode and I decided to quit the game, but then changed my mind. When I pressed resume the game I was returned to the main menu.
#66 thespyde
What I forgot to mention was that I didn't lose the progress I'd made while playing endless even though I was returned to the main menu. Is this a bug or a feature? Lol!
#67 DevilGuardian
Oh deer. That's a bug. Gotta fix that.
#68 DevilGuardian
I suppose not every version is perfect.
#69 DevilGuardian
I just fixed that bug earlier. It'll be official in 2.1.
#70 thespyde
Cool! I look forward to getting it!
#71 DevilGuardian
Hey guys, I just released a quick bug fix update to my toy mania game on itch.io. Please check it out!
Here's what's new in version 2.1.
Added an option in the settings menu to enable or disable copy and export confirmation sounds. This is ideal for advanced players who prefer to have less auditory confirmation.
Removed the speaker test complete sound. This sound has been renamed, and is now being used elsewhere.
Fixed an issue where session playtime would incorrectly increase while the game was paused. The session timer is now properly synchronized with the actual gameplay time.
Updated the letter Y key behavior to reflect the accurate playtime of the pause menu. The time announcement message now matches the session playtime shown in various stat based menus, ensuring consistency between in-game stats and spoken feedback given.
Added an option in the settings menu to enable or disable quit confirmation prompts. This allows for instant exiting without prompts, useful for advanced players.
Updated the readme file with added and modified keyboard shortcuts.
Fixed a bug where cars would mysteriously disappear during the spawning of guards. This was caused by guards destroying all cars on the field when spawning them, even when playing Endless Mode.
Renamed the documentation menu, and moved it over to the game menu.
Fixed an issue where the pause menu could behave unexpectedly, such as returning to the main menu without resetting progress or resuming gameplay properly.
Made it so you can run with either the alt or control key.
That's all for now. Stay tuned for more exciting features!
Here's the game's link.
https://tsatria03.itch.io/toymania
Enjoy, and happy collecting!
#72 DevilGuardian
Hey guys, I just released another quick bug fix update to my toy mania game on itch.io. Please check it out!
Here's what's new in version 2.2.
Made it so returning from a sound category in the learn sounds menu now brings players back to the category selection menu instead of going back to the game menu. This allows users to jump between categories without having to restart the entire process from the beginning.
Made it so categories in the Learn Sounds menu are now displayed in alphabetical order. This helps users find what they're looking for more quickly.
Made it so each sound category in the Learn Sounds menu has it's own descriptive title. When entering a category, the menu intro text updates to reflect the selected group, giving users clear context while browsing the sounds they want to view.
Improved the Learn game Sounds menu by reorganizing it into categories for easier navigation of commonly used sounds in the game. Players can now browse specific groups of sounds, such as Bosses, Guards, Weapons, and more, making it faster to find and preview the sounds they care about most.
Made it so your starting weapon is only randomized when playing the Endless mode. In Normal mode, players will always begin with the bat as their default weapon, ensuring a consistent and balanced starting experience.
Added the ability to draw a random weapon at the start of a new game session. Instead of always starting with the bat, players are now equipped with a randomly selected weapon, adding variety and unpredictability to each run.
Added a playtime counter to the test speakers menu. These counters are for the sword clank and stone throw sounds. They will also be saved along with your game related settings as well.
Made it so the pause and resume sounds don't play when the user presses the escape key to open the quit menu.
Fixed a bug where pressing the escape key didn't pause the game propperly when opening up the quit menu.
Made it so the number of toys that are spawned is set to 20 by default upon starting a new game session.
That's all for now. Stay tuned for more exciting features!
Here's the game's link.
https://tsatria03.itch.io/toymania
Enjoy, and happy collecting!
#73 DevilGuardian
Hey guys. Another round of bug fixes and feature updates have arrived for toy mania. Please see below!
Here's what's new in version 2.3.
Improved level progression in Endless Mode. The game now tracks the times between level-ups to ensure that the level only increases once every 60 seconds, preventing the level sound from playing continuously. This adds stability and makes level advancements more predictable during long Endless Mode runs.
Added a sound count indicator to each category in the Learn game Sounds menu. Players can now see how many sounds are available in each category before entering the menu. This helps estimate the size of each group of sounds and improves overall navigation and clarity.
Fixed a bug where the key requirement for unlocking doors would randomly change every time the player interacted with them. The required number of keys is now determined when the door is spawned and remains consistent throughout the session.
Made it so door requirements are randomized between 15-30 keys for the normal game mode, and 30-60 keys for the endless game mode to unlock it.
Added an items category into the learn game sounds menu.
Added some more player and UI related sounds into the learn game sounds menu.
Added menu wrapping to the game. If you've reached the botum of a menu, it will wrap itself back up to the top item of the menu.
Updated the readme file with added and modified keyboard shortcuts.
Added useable items to the game. This will only be used in endless mode.
Added an inventory system to the game. This will only be used in endless mode.
That's all for today. Stay tuned for more to come!
Here's the game link.
https://tsatria03.itch.io/toymania
Enjoy, and happy collecting!
#74 DevilGuardian
Good marro everyone. I just released another batch of bug fixes and feature updates in toy mania for you guys. Please see below!
Here's what's new in version 2.4.
Added the ability to view the stats of various weapons found in the Weapons menu. Players can now see the damage, horizontal range, and vertical range of each weapon directly from the menu. This makes it easier to compare and choose weapons based on their effectiveness without needing to equip them first.
Added the ability to draw and equip weapons with the new weapons menu. You can access this menu by pressing the letter W. This shortcut is also mentioned in the readme file as well.
Made it so pressing the number row keys doesn't draw the same weapon multiple times. From now on, switching to an already equipped weapon won't retrigger drawing the weapon again.
Adjusted some breaking sounds for items and toys.
Made it so menu related sounds don't play while a user is in one of the categories found in the learn game sounds menu.
Added a detailed stats viewer to the pause menu. This menu displays non-interactive stats about things such as HP, level, coordinates, and much more. This offers a full overview at a glance without having to directly rely on using hotkeys to obtain this information.
Added some more UI related sounds into the learn game sounds menu.
Made it so your inventory gets reset upon starting a new game in endless mode.
Adjusted some hitting sounds for bosses and guards.
Fixed a bug where the sounds of health related items would still play even after a game has ended in endless mode.
That's all peeps. Stay tuned for more to come!
Here's the game link.
https://tsatria03.itch.io/toymania
Enjoy, and happy collecting!
#75 DevilGuardian
Hello everyone. I just re-released my toy mania game, but this time for both mac and windows. Please redownload the windows version as well. I fixed some minor bugs here and there.
A huge thanks goes out to Chris Wright for the help testing the mac version for me.
#76 DevilGuardian
Oh also, I forgot to mencion that in order to run my game on the mac, you need to do the following.
Open the Mac Terminal found in the /Applications/Utilities folder, and type this without the quotes.
"chmod +x /Applications/ToyMania.app/Contents/MacOS/tm"
You also need to bypass Gatekeeper. IN versions older than Sequoia, open the context Menu while focused on the app file with VO-Shift-m and select open, then choose open from the menu.
In Sequoia, you first need to open the app which will tell you it can't be done because Apple can't verify it's free from malware. After that, go to System Settings, Security & Privacy, and find the button to open the app. It should say ToyMania has been blocked.
Enjoy, and happy Collecting!
#77 DevilGuardian
Hey peoples! I just released a major update to toy mania! Please check it out!
Highlites of this update include timebased games, cars with affencive abilities, new and improved sounds throughout the game, and much more! I hope you guys enjoy what I have to offer for this week's massive update. I had such a blast making and testing it for your gaming pleasures.
Without any further hesitation, here's what's new from versions 2.5 to 2.6.
Made it so You no longer have to be perfectly on top of a door to open it. You can now open doors while being slightly to the left, right, forward, or backward.
Added a retry menu after failing Level 6 due to time running out. Players now have the option to instantly restart the Normal game mode after failing to escape the store in time. Instead of being taken back to the main menu, a quick “Try Again” prompt offers a more seamless and convenient way to attempt another run.
Added randomized failure messages for when the time runs out in level 6. If the player fails to escape the store in time, a random humorous message will pop up instead of a static alert.
Fixed an issue where the final countdown voice in level 6 would trigger too early. The countdown now starts almost exactly when there's 10 seconds left on the clock.
Added a voice-based countdown system for the final 10 seconds of the game in level 6. This creates a heightened sense of urgency as players race to reach the exit before time runs out.
Removed the alert sound associated with the boss showing up in level 6. The alarm sound will now serv as the warning indicater for it instead.
Replaced the main game ambience and music with new ones. Credit goes to the producer of Andre Louis.
Added music to the time limited level. This music will play through out the entire level, even after a successfull boss defeat.
Updated the Y key behavior in Normal Mode to announce how much time is remaining when playing the sixth level, instead of the total playtime. This helps players stay aware of the countdown, and therefore better manage their time before the store goes boom.
Updated the D key behavior in Normal Mode to only announce how many keys are needed to unlock the door, without revealing the door’s location. This helps maintain focus and urgency during the time-limited phase of level 6.
Fixed an issue where the alarm sound in level 6 would continue to play even after the user has either died or won the game.
The normal game mode is now time based. Players now have a limited amount of time to defeat the boss and escape the store once they reach level 6. A looping alarm sound will play during this final phase. Failing to exit in time will result in the entire store exploding.
Recoded the post-game menus to support exporting session stats to a file. Players can now choose whether to copy their results to the clipboard, or export them to data/stats/player_posts.txt. This can be durring or after a game session has ended.
Made it so car bullets can sometimes break items and toys while they are traveling.
Made it so health related items start showing up in level 2 or higher in endless mode.
Made it so cars will only shoot at you if you’re nearby. This prevents bullets from cluttering up the field at long distances, and makes car attacks more impactful when they’re up close.
Made it so the damage of bullets fired by cars is randomized per car type. Different cars now fire bullets with varying damage specs.
Added machine gun-style burst firing to car bullets. Each car now fires in bursts of multiple bullets at a rapid speed, followed by a cooldown between bursts.
Upgraded the cars used in this game. They can now shoot bullets at the player. This brings the same level of threat and chaos previously reserved for bosses and guards. Each car now has a ranged attack that makes them more than just anoying distractions.
Added some more car and player related sounds into the learn game sounds menu.
That's all for today. Stay tuned for more awesomeness! Just like before, I provided the mac version of the game to download on itch.io, along with the original windows version.
Here's the game link.
https://tsatria03.itch.io/toymania
Enjoy, and happy collecting!
#78 DevilGuardian
Hi guys. I just released a quick bug fix update to toy mania. I highly recommend redownloading this game, as I fixed a lot of the bugs that were discovered in the last 2 versions.
With that out of the way, Here's what's new in version 2.7.
Made it so extra keys don't get spawned after reaching the required key count in all game Modes. Once you've collected enough keys to unlock the door, no more of them will spawn on the map. This keeps the overall playfield cleaner to work with.
Added door distance feedback to the letter D keyboard shortcut in Normal Mode. Pressing it now tells you how far the exit door is from your current location in feet, followed by how many keys are required to open it. This improves situational awareness during the final time-limited phase.
Added an option in the settings menu to enable or disable level-up sounds for all game modes. This lets players choose whether they want to hear an audio cue each time they advance a level, offering a quieter experience for those who don't prefer it.
Added an option in the settings menu to enable or disable countdown sounds for the Normal Mode. This gives players the control over whether the dramatic 10-second countdown voice is played during the final phase of level 6. This allows for either tension or silence depending on the user's playstyle.
Added the ability to adjust the alarm volume in the timed portion of the game. You can press shift plus page up or down to adjust this. This setting is automaticly saved the next time you start a new game session.
Replaced some of the guard sounds with better ones.
Fixed a bug where the move sound for doors weren't looping propperly.
Replaced all of the door sounds with new ones.
Updated some of the descriptions found in the learn game sounds menu.
Updated the credits.txt file to include music attributions used in this game.
I'm done for now. Stay tuned for more features and tweaks to come!
Game link.
https://tsatria03.itch.io/toymania
Enjoy, and happy Collecting!
#79 DevilGuardian
Hello everyone. I re-released my toy mania game for windows, but as an actual installer you can click to guide you through the setup wizard. Please check it out.
#80 thespyde
I highly recommend Windows users continue to use 7Zip to extract the archive. It is nearly impossible, or so it seems, to put in the password using Windows unzipping technology.