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Satrio is a Swedish Indie Developer, using Unity to create games for iOS devices, Android and Facebook. Made some games in the '90s for Super Nintendo and Sega GameGear. Also survived serious cancer. Twice.

Comment History
satrio
satrio - - 28 comments @ The first gameplay video!

Looks really polished! Good job guys!

Good karma+2 votes
satrio
satrio - - 28 comments @ Lair of the Madhat

Looks great! Downloading now! You don´t need internships. You need funding.

Good karma+4 votes
satrio
satrio - - 28 comments @ Crystal Kingdom Open Beta

Like the idea of Jrpg/zelda style and gameplay combined with diablo loot!
Makes me warm and fuzzy just thinking about it. Great idea! Just registered an account!

Good karma+1 vote
satrio
satrio - - 28 comments @ ‘ORION: Dino Horde’ now on Steam!

Looks really good! Good job!

Good karma+1 vote
satrio
satrio - - 28 comments @ Dungeon Memory

Thanks for your comment! It is a good suggestion. I will keep that in mind. Actually it is a good incentive for remembering tiles. I will try that in the next build. It will definitely go into the prototype.

I don´t know if you have used the SHOP to buy more TORCH? That is the way you are supposed to extend the game, buy selling Potions and HP Limits etc. The game isn't really balanced yet. It is very hard to get further than level 5 because of the initial TORCH of 50. It used to be 100! (Now I imagine Claptrap from BL2 screaming "A HUNDRED!! TO EASY!!")

Good karma+1 vote
satrio
satrio - - 28 comments @ Newstyle

Trying out some new 3d graphics for the game. Softimaging, Zbrushing, XNormaling and some dDoing.

On the left you have inside Unity editor so you see the lowpoly wireframe on top of the models. On the right is inside the "Game View" so you see how it looks when rendered in the game.

Good karma+1 vote
satrio
satrio - - 28 comments @ Dungeon Memory

Just uploaded a small fix to the webplayer. Still the same link. The SHIELD and SWORD inventory icons didn´t deactivate when changing level.

Good karma+1 vote
satrio
satrio - - 28 comments @ Screenshot

Here is a screenshot of the "ScoreManager". This Statemachine is made with "Playmaker", a plugin for Unity that takes the typing out of prototyping/coding. If you have questions about how this statemachine works, please leave a comment and I will try to answer it.

This statemachine checks if a player has a highscore and save it locally to "playerPrefs". Currently I only made room for the 3 top players, but a better scoresystem will be developed later on. Preferably with some social hooks and achievements etc. My programming skills are sadly lacking, so this will have to wait til I can get Niklas to code it for me.

Good karma+1 vote
satrio
satrio - - 28 comments @ Screenshot

Here is a screenshot of the "ShopManager". This Statemachine is made with "Playmaker", a plugin for Unity that takes the typing out of prototyping/coding. If you have questions about how this statemachine works, please leave a comment and I will try to answer it.

This statemachine handles what will happen when a player buys and sells items to prolong their game. It is just a simple listener that waits for a buttonpress and then triggers the different nodes.

Good karma+1 vote
satrio
satrio - - 28 comments @ Screenshot

A screenshot of two mismatching tiles/bricks being picked.

Good karma+1 vote
satrio
satrio - - 28 comments @ Screenshot

Alternate view when using the middle mousebutton to "mouselook".
Later I might introduce some cool interactive elements to the levels that a player can toy with.

Good karma+1 vote
satrio
satrio - - 28 comments @ Screenshot

All buttons and GUI elements have been made with NGUI for Unity, a good framework for GUI stuff that also plugs in nicely with Playmaker.

The idea of the shop is that a player "summons" it anytime they like, and a greedy demonic salesman appears and hands out ****** deals that just might save your life or extend your game a bit longer.

Maybe your Torches are running out, You could always sell some "HP limit" to buy a potion or a key. Sell to much and monsters will kill you faster.

When I develop the game further, having a HP limit higher than 10 will be crucial to survive some of the "harder" monsters I will be introducing at later levels.

Good karma+1 vote
satrio
satrio - - 28 comments @ Screenshot

Here is a screenshot of the "VariableManager". This Statemachine is made with "Playmaker", a plugin for Unity that takes the typing out of prototyping/coding. If you have questions about how this statemachine works, please leave a comment and I will try to answer it.

This statemachine looks pretty simple, but hidden under the "Init Game Vars" and "SetupBrickTypes" nodes are a plethora of variables that are being used by the game. The Statemachine "gets stuck" at the last node which just updates all variables "every frame". The different GUI elements then look at these variables to get their information/data from.

Good karma+1 vote
satrio
satrio - - 28 comments @ Screenshot

Here is a screenshot of the "InputManager". This Statemachine is made with "Playmaker", a plugin for Unity that takes the typing out of prototyping/coding. If you have questions about how this statemachine works, please leave a comment and I will try to answer it.

Inputmanager handles all of the "clicks" and checks what has been clicked and if you already clicked something before. It takes the names of the bricks you clicked and compares it. If they are equal, the statemachine sends a message to the gameplaymanager what event was triggered. Inputmanager also handles the experimental "mouselook" feature that could benefit from some improvements.

Good karma+1 vote
satrio
satrio - - 28 comments @ Screenshot

Here is a screenshot of the "GameplayManager". This Statemachine is made with "Playmaker", a plugin for Unity that takes the typing out of prototyping/coding. If you have questions about how this statemachine works, please leave a comment and I will try to answer it.

This statemachine handles all that happens when you reveal to bricks/tiles that are the same.Say you trigger the "rat". The Statemachine checks if you have the sword, the shield or a combination of both, then delivers the results. In the case of the "wizard" and the "chest", extensive loot is randomized.

Good karma+1 vote
satrio
satrio - - 28 comments @ Screenshot

Here is a screenshot of the "InventoryManager". This Statemachine is made with "Playmaker", a plugin for Unity that takes the typing out of prototyping/coding. If you have questions about how this statemachine works, please leave a comment and I will try to answer it.

This "manager" handles the "inventory" icons in the bottom row.
At the moment they are hardcoded, but when I introduce more cool items to find, they will be dynamic. Think colored keys that goes to colored chests, magic spells that "blink" all the bricks for 1 second etc.

Good karma+1 vote
satrio
satrio - - 28 comments @ Screenshot

Here is a screenshot of the "SetupBricksManager". This Statemachine is made with "Playmaker", a plugin for Unity that takes the typing out of prototyping/coding. If you have questions about how this statemachine works, please leave a comment and I will try to answer it.

This Statemachine takes variables from the "VariableManager" and creates the different bricks or tiles randomly. Brute force method used, no fancy pants sorting algorithms allowed. Note that only the chest has a "make 3d chest" node. I will make all objects 3D so the player can choose if they want to play 2D or 3D style.

Good karma+1 vote
satrio
satrio - - 28 comments @ Screenshot

Here is a screenshot of the "CutSceneManager". This Statemachine is made with "Playmaker", a plugin for Unity that takes the typing out of prototyping/coding. If you have questions about how this statemachine works, please leave a comment and I will try to answer it.

At the moment, the only thing it does is switch camera and triggers animations when the player finds the EXIT.

Good karma+1 vote
satrio
satrio - - 28 comments @ Screenshot

Here is a screenshot of the "messagehandler". This Statemachine is made with "Playmaker", a plugin for Unity that takes the typing out of prototyping/coding. If you have questions about how this statemachine works, please leave a comment and I will try to answer it.

Good karma+1 vote
satrio
satrio - - 28 comments @ Ingame_02

This is how the game looks when you start playing it.

Good karma+1 vote
satrio
satrio - - 28 comments @ Ingame_01

This is the titlescreen. The weird format is because I imagined the game on an iPhone. I soon realized that the game would need a bigger screen to be enjoyable.

Good karma+1 vote
satrio
satrio - - 28 comments @ Halloween Pumpkins vs. Skeletons

the link to the game is wrong!

This is the correct link:

Fingerfunk.se

Good karma+1 vote
satrio
satrio - - 28 comments @ Halloween Pumpkins vs. Skeletons

The link to the game is Fingerfunk.se
Somehow I fuddled it up.

Good karma+1 vote
satrio
satrio - - 28 comments @ Fray: Unconventional Weapons and Things That Go Pew

Very good stuff!
Like your site too. Nice concepts!
When can I play?

Good karma+1 vote
satrio
satrio - - 28 comments @ Wobble Shader (Video)

I want it!
Good work!

Good karma+2 votes
satrio
satrio - - 28 comments @ EGGS

Hehe no, more of a "Calimero" thingie.

It´s started out as a rolling ball game,but eggs look funnier when they roll, so we went for that.

Good karma+1 vote
satrio
satrio - - 28 comments @ Tamago Musashi

See it animated here:

Good karma+1 vote
satrio
satrio - - 28 comments @ Hello IndieDB!

Thanks, ZJ!

The commercial version is offline at the moment, but the lite version is still on the appstore.

If anyone wanna play a webversion, please try this link of a beta level.

www.eggs.se/WebPlayer/SnowyMaze/WebPlayer.html

How to play:
You drag the mouse to tilt the world and let "Eggs" roll.

You have two jumps.. legs out= one more jump. Wings and Legs out = no more jumps.

Click high to jump high, click low to jump low.

You will figure it out..

Good karma+1 vote