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Posts posted by z_bill

  1. Classic Dogs & Demons is out!


    Link to Itch.io!


    From Itch.io:


    Control a dog swarm and outwit city-sized demons.


    You must be good dogs. And use arrow keys or wasd to fetch the fallen bone towers. 


    You can press "R" to restart the stage if you get stuck.


    Created by Greg Tapper & Z. Bill Taylor for Wizard Jam 5 2017. Thank you, Idle Thumbs!



    The game is pretty cool! Amazing thanks to Greg Tapper, who totally killed it making the game mechanics work, and stayed up all night on weekday nights busting his ass.


    We didn't have the most time to create stages unfortunately, but I'm happy with what we got completed!


    The peeing is in the game but we were not able to make it actually helpful from a gameplay perspective. But it is hilarious! Pee away! Make all the world's rivers yellow! (haha, I'm a little delirious...)


    This wizardjam has been great and I think produced my most legit (ie: classic) game yet! I am very much looking forward to people playing it. Tell me what you think!


    edit: hmm, can't post images for some reason now. what's the deal?


  2. 4 hours ago, BluShine said:

    Loving these demons. I really hope there's some kind of intro screen for each demon so we get to see that art in the game. Or maybe some kind of unlockable grimoire pages?


    Thank you, sir!


    This art will absolutely be in the game. Expect to be taunted by full res demonic beings!

  3. On 6/5/2017 at 5:45 PM, nkornek said:

    I'm holding out for Advanced Dogs & Demons.

    It will take a second jam just to figure out how to incorporate THACO.


    On 6/5/2017 at 10:26 PM, infamous space turtle said:

    I love the dogs, all of them.  

    Thanks. More mutts to come for sure!


    Kinda still in boring mode. I'm hoping to have some gameplay gifs up over the weekend!


    Here's the Bone Towers you must fetch. 






    We might do the fog of war as red instead of black to make it more hellish. Otherwise my map looks much like an almost cheery JRPG worldmap (what I was going for). And I think a bit of Stephen's Sausage Roll got in there too.


    Demons to be unearthed soon.

  4. Thanks everyone! It's good to be back jammin!


    The game is coming along nicely. It's placeholder art right now in the game proper, and my partner's kicking ass getting the mechanics in. But we should have screens soon!


    Meanwhile, I hope these dogs cheer you up:




    Multicolored dogs.




    Greenscreened dogs.



    On 6/3/2017 at 7:21 PM, atte said:

    Very intriguing, as expected ^_^

    That's a cool towering demon design, reminded me a bit of the FF6's last boss.



    Yes! That is the exact inspiration for the demon towers I'm cooking up for this game! I want them to be pretty effed up. Good catch!

  5. WWn65R7.png


    That's right! The classic paper & pencil RPG is coming back as a video game!


    So this isn't technically an episode title, but Jake talks about Classic Dogs & Demons on Important If True:



    You play as 500 dogs and must destroy towering city-sized demons. 


    It's going to be a grid-based puzzle game sorta like Adventures of Lolo or Stephen's Sausage Roll. The current priorities are getting the dogs to:

    • Bark randomly
    • Pee
    • Fetch
    • Cast dark rituals to banish demons


    I've got help with the game this time (I'm mainly tackling the art side of things). Hopefully my cohort will come on here and comment too!


    I'm super into Wizard Jam (yet again) and thanks to the Thumbs and all here making cool games! Stay Spicy!



    Here's The Itch.io!!

    More info below...


  6. Well, got a new version out that fixes the "you can get hurt while enemy is dying" bug. Plus, the final room is easier.


    But I noticed that you can really screw up the game if you pause while the room is transitioning. So, uh, don't do that! haha, I didn't have time to fix it.


    Thanks to all the new people giving it a shot. I hope the Thumbs don't find it too frustrating. Unfortunately, I'll miss the stream Sat because I'll be at PAX South (which should be fun)!

  7. Cool! Thanks for playing it! 


    Yeah, being able to get hurt while the enemies are dying is pretty bad. I'll release a version that fixes that and tones down the last two rooms. Now I'm sorta afraid people will be angered by the ending if they manage to reach it!


    When are the thumbs playing them? Do we know that yet?

  8. Haha! I appreciate the comment! 


    I just spent a bit trying to squash some of these bugs and think I made some progress! New version is maybe fixed?!


    I'm proud of the game and really am thankful for the thumbs community for all the encouragement. This wizardjam especially helped me get through a rough patch!


    Time to play a few other jammers' games now (finally)!

  9. So glad you liked it!


    Hmm...I'm not real sure about that error. I haven't had a complete crash in a long stretch. Probably something to do with the body mixing logic. It got pretty complicated (for me).


    There are 8 rooms. Last one is real tough. I suggest you do the escape cheat (detailed above) to get through the last levels to see the ending! I'm not sure I can even beat it without doing it!


    The new 1.3 version I put up a few hours ago has some slapdash music I made in 11 seconds!

  10. Well, I've updated to version 1.2 and dubbed it no longer a "WIP." This by no means means it won't screw up...But it is "Feature Complete" in the parlance of real gamedevs!


    Thanks, I hope you enjoy, and here's a word of advice:



    (Yeah. Freud would have a field day with the above.)


    Still coming: Music (to dance to)!


  11. Also, if you press escape to quit, but then decide to keep playing (hitting escape again), it will restart the room you are in! Sorta sloppy, but I already made a game all about pausing in the OG #wizardjam, haha. It's also a cheat kinda if you are about to die or run out of corvos. Also kinda totally negates the need to go back to the "tree room" (which happens if your corvos hit zero) but...oh well.

  12. Hey thanks!


    I updated to version 1.1 which adds 3 rooms and hopefully fixes some junk. DOWNLOAD NOW!


    Yeah, you can get stuck if you let the (formerly invisible) mouse cursor get too far away from the gob. It's a problem with the mouse movement control, in that if the mouse is hovering over a spot the gob can't go, he's stuck. I've tried to remedy this by have a white dot become the mouse if it's somewhere the gob can't be. Move your cursor back to the gob and you're golden (if not dead already)!


    It's an early difficulty because I decided on mouse movement. You can't force the mouse be at a certain spot (at least not in game maker); it's read-only. Which led to a situation where you can warp around the room, And thusly why I added the "moving too fast" dizzy state to teach not to do that.


    A final version should be out soon.


    To add:

    -Last set of rooms