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hypno-sis's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound | #61 | 1.477 | 2.000 |
Horny | #72 | 2.154 | 2.917 |
Aesthetic | #82 | 1.969 | 2.667 |
Ambition | #83 | 1.785 | 2.417 |
Kink | #86 | 1.354 | 1.833 |
Harmony | #86 | 1.600 | 2.167 |
Novelty | #88 | 1.477 | 2.000 |
Overall | #88 | 1.452 | 1.967 |
Narrative | #89 | 0.862 | 1.167 |
Stealth | #89 | 0.800 | 1.083 |
Play | #89 | 1.046 | 1.417 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Stuff you did not do in February
extensive work has gone into 2.0 iteration of this ragdoll (the artwork). all 2nd iteration work took place during february. some components (eg. the array used to map fat wobble) are inherited, the voice synthesis is inherited. the terrain was completed feb. 8th but began before. thank you, enjoy! :)
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I won't rate it at this time. I think it's admirable that you're doing this from scratch though.
I'm running it on Linux but I get the same result, a blue sky? When I press the face button I hear various sounds in addition to the ambient ocean waves. I'm more curious and what you used to run and how it worked for you.
ty, i'm running an asus L210 which is a $210 mini lappy, i'm pretty curious as welsh since my methods are common. i'll add debugging comments today or tomorrow if anyone's still around, because really i would have enjoyed helping people learn how to use the techniques :p
i've been programming about as long as there have been programs and i've never been an enthusiast for environments or SDKs, it always seems to me like everyone releases resources but their intent is never for people to actually be able to use them. i've been trying to learn opengl since 1.4 but their demo was impossible to integrate with the win32 code i had for using the audio drivers and, well, gamedev.net for example keep a special URL where they state their reasons for banning me and not letting me tell anyone how i've managed to find out how to do anything for a couple decades. for example. but that information doesn't help anyone unless they also need to avoid people.
so, i tried running both the x86 and x64 versions (which, at time of writing, say they were uploaded 2 days ago) on my windows 11 laptop, with both the integrated (AMD radeon) and discrete (Nvidia) GPU. both of them have the same blue screen as others have mentioned. :(
i tried to see if i could step through the program in a debugger, but it seems pretty hopeless without debugging symbols.
i think your best bet for getting enough technical feedback to figure out where it's going wrong now might be something like:
option 1) just release all the source code. this would make it completely possible for others to look into it. i understand if you don't want to do this though. (and it would require someone motivated to looking into the bug to actually get anywhere, as they'd have to compile & debug on their system).
option 2) put in some pretty substantial logging, e.g. the glGetError() after every opengl call (with some identifying info so that users could point you to which line error-ed on their system). from what i can tell the program isn't dumping anything to the console right now so there's not much info i can give you. adding something like this would make it pretty easy to at least paste the logs here and then even the most nontechnical of users could give you helpful information for narrowing down this bug.
i will say i am a big fan of building games in these bare bones ways. i am impressed by the physics & sound modeling stuff you've talked about, although i'll admit i haven't looked into it in much depth. i'll try my best to come back to this game if you make any additional builds and see if i can at least get them running. (i may have to try to track down a controller though).
ty, i'll prolly add debugging comments in the next day or two and see if anyone is still around.
that said, preemptive congratulations ;) ideally, i wouldn't mind rigging your horses and putting a bit of facial expresson on them :p :)
I couldn't get it to work, and I don't own a game controller, but I want to leave a rating based on the screenshots and video because the rating system penalizes games with few ratings quite heavily. I really like how cartoonishly curvy the lady is, and the color palette is really dreamy. The wobbly physics look great. It's very impressive that you've made all of this without using a game engine of any kind!
thank you :) 'haunt the vault' takes a little more strategic thinking than i'm accustomed to but it was nice to be able to play the browser version. things happen, but it's fun having something to enter ha :) i think i borrowed her legs a little bit from the 70s "love is.." cartoons.
i hate to be pedantically thorough in replies but actually i do like to; i noticed i responded to your compliment and acknowledged your game but i didn't compliment your aesthetic practice and corporeal representations, so now complimenting. i mention that due to decades of unpleasant experiences resulting from limited popular expression .. well, you get what i'm saying. people are also wide.
Thank you, I'm glad you liked my game! The range of body types is somewhat narrower than usual for my projects, I usually leave the casting choices to a poll and this time a lot of tall and skinny girls with big hips got picked. I plan to add some goblins in a future update and mix things up a bit more.
Tested this on both a desktop (with a 3GB GTX 1060 and a Ryzen 3 3200g), and a laptop (with an RTX 2080, and an i7-8750H).
When rendering on either Nvidia GPU, or the AMD iGPU, rendering simply doesn’t work.
However, when rendering through the Intel iGPU, rendering works perfectly fine.
This is incredibly unusual! Normally when a game’s rendering is broken on all but a specific vendor’s cards, it ends up being specifically Nvidia cards that a game works on. We genuinely have no idea how your game’s specifically only rendering under Intel’s OpenGL driver.
If your game were using GLES, we’d suggest piping the relevant calls to ANGLE and seeing about debugging in that environment, but it seems you’re using standard OpenGL, so that wouldn’t be helpful here.
Our attempts to investigate what’s going on under the hood were stopped short by Renderdoc being incompatible with OpenGL contexts created without attributes.
As for the game itself: it’s a pretty neat tech demo! We’re always a sucker for active ragdoll physics, and you’ve got that along with soft body physics working quite well. It’s fairly impressive for something that’s entirely procgen’d!
thank you! you probably understand how much i appreciate feedback ;) most of the "artwork" went into wobble parameterisation, i figured with that being about the only "substance" here, it would be better to experience that responsively rather than view it in a video. i'll throw the first version back up for nvidia cards for the time being :p
Sadly also getting the sky blue colour clear screen and nothing else. Using Windows 10 and a Radeon RX 6700 XT graphics card. I also get sounds when I press controller inputs from a gamepad. Trying to run the demo of Bouncing Beauties, I do in fact see visuals without issue, which makes it even weirder as to why this one won't render correctly.
thanks much :p :)
the only differences i can possibly think of.. this one has a 4096x4096 for the shadow map dimension at the beginning.. but that accepted various settings in the last one.. maybe i can set it to 2048 and it will be less of a system shock or something :p
..there aren't any opengl functions that are different between the two, it's obviously just redesigning the models. i'll let it sit for a wile to see if there's any insight and then recompile it after making the arrays oversized and removing the hidden arrays for multiple puppets.
thank you for letting me know.
This has no graphics when I try to run it – I just get a plain sky-blue screen. I can get assorted sound effects out of game controller inputs, but nothing visual. I’ve tried on a few different virtual machines. Any idea what’s up with that?
Exactly the same for me. I even tried both downloads and got the exact same result.
i should add (hopefully you can both see both posts!) ll of the opengl code is straight offa learnopengl.com, there's nothing unusual, there's one buffer for the shadowmap, not a complicated setup. i don't really know what it could be since i think it's all like 20 year old opengl (3.xx whatever)
i mean i have been working on this app for the last month of unemployment. i was hoping i'd get some kind of notice, truthfully, but i hte to petition the public or others for anything. does the first one work on your machines? "bouncing beauties" i have had maybe 5 or 6 feedbacks on that.. . there's really no difference in the code at all.
that's the clear screen color for opengl, which means it's loading but some part of the opengl code is not compatible with your system.
here's the deal - i'm an old guy i don't have any friends to test stuff for me. i upload my software, maybe i get three mentions a year.
what you have is a standard msvc "win32 dektop application wizard" standard banal default app. the opengl is accessed from the .dll using LoadLibrary and getProcAddress. then i prototype a couple dozen opengl APIs, i have an example here
https://github.com/atomictraveller/win32-OpenGL
the reason i'm saying this is because i can't fix it unless i know which API isn't working on your system but does work on mine. i released my first win32 app with msvc two years ago and have had less than a dozen reports, but it works for some people :p i did use borland fclt to use about the same win32 routine with windows for all the decades beforehand.
but i'm an old guy. i'm not using a resource or library. i can only fix this if someone talks back to me.
After that example code uses LoadLibrary to load up OpenGL and initialize a bunch of API function pointers, it calls FreeLibrary because it doesn’t need the library handle anymore. But wouldn’t that close the entire library and invalidate all those function pointers? I guess if OpenGL is itself loaded into shared memory, a different process keeps it open, and Windows doesn’t invalidate the address space in the application, it could still work? But if that was happening, I’m not sure why OpenGL would just nondeterministically not work, I think it would crash.
So I’m confused about that. I didn’t read the source code listing super closely so I might have overlooked something obvious. But I can’t help but wonder if you’re using example code that itself is unreliable in some way. I wonder what else that code listing is dropping before it’s actually done with it…
What version of Windows are you using? What CPU is it running on?
hopefully this is quite interestingly solved ;) i'll repeat it here in case it's buried on discord,
in bb1 i have an array of "random values" passed as a 1D uniform. later, i decided this was silly and declared the float array inside the shader. apparently the crux is that nvidia opengl driver are characteristically tolerant of opengl code whereas other drivers don't like this. it was quite vexing because there was so little difference between the two forms, but that is it. i've uploaded builds with the array on a 1D uniform. we'll see, but i'm guessing that nails it and provides what would have been an extremely elusive, at least for me on my own, solution! :) super thanks for sticking with me here, i'd say this issue has plagued the last 6 months of my releases unknowingly..