Fixed in version 0.40, likely thanks to the mentioned upgrade to libGDX 1.9.8-SNAPSHOT. :)
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I'm trying to run version 0.39 on Linux (Mageia 6, details at the end), but it does not start. I've installed it from the itch.io app.
Here's the (quite terse) log output when trying to run the `MewnBase` binary:
$ ./MewnBase Loading JVM runtime library ... Passing VM options ... # -Xmx1G Creating Java VM ... Passing command line arguments ... Loading JAR file ... Invoking static com.cairn4.moonbase.desktop.DesktopLauncher.main() function ... Destroyed Java VM ... AL lib: (EE) alc_cleanup: 1 device not closed
Trying to run the JAR file directly, I get:
$ java -jar desktop-1.0.jar Exception in thread "main" java.lang.IllegalStateException: There is no OpenGL context current in the current thread. at org.lwjgl.opengl.GL.createCapabilities(GL.java:347) at org.lwjgl.opengl.GL.createCapabilities(GL.java:299) at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.createGlfwWindow(Lwjgl3Application.java:448) at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.createWindow(Lwjgl3Application.java:372) at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.<init>(Lwjgl3Application.java:107) at com.cairn4.moonbase.desktop.DesktopLauncher.main(DesktopLauncher.java:26) AL lib: (EE) alc_cleanup: 1 device not closed
Edit: I've tried the Windows 64-bit binary for version 0.39 using WINE 2.0.2, and it runs fine.
- OS: Linux; Mageia 6 (64-bit), kernel 4.9.56
- JVM: OpenJDK 1.8.0 build 141
- GPU: Nvidia GTX 670M with proprietary drivers 384.59
I played the game from the source and really loved the concept and the look and feel. The difficulty curve is also pretty good given the number of levels. Congrats!
Some comments I have for further improvements:
- A dying animation would be nice, especially when overloading - it took me a while to understand that taking power while I'm already loaded would kill me, since the scene instantly restarts
- Levels like 2.002 take a while to reload when you die. I checked the scene and there are various things you could do to improve performance, the more obvious being to use a TileMap with StaticBody2Ds for the walls instead of having a KinematicBody2D for every single tile. The TileMap will optimize the level by doing culling, etc., and it should still be sufficient for your needs.
- Some more levels and progression saving would be great :)
- It would be good to include a LICENSE file with the source code, so that people know under which terms that are allowed to reuse the source or not.
All in all, with some refactorings it could be a pretty nice demo to include on Godot's Asset Library IMO, I think many Godot users would really enjoy trying it and checking how it's coded.
I really love the graphics and the concept :D Kung-fu mouse fighting a cat gang that wants to steal its cheese, hehe. The movements are quite fluid, I really loved hitting cats from above!
One thing that I found quite frustrating is the gameover, it just throws you instantly back to the main menu even before you can notice that a cat is stealing your cheese. It would be great to have some time to see the cat take the last piece of cheese, and maybe have the mouse die of starvation or grief or something :p
Congrats, it's very well designed and feels great! I really like the graphics and the overall look'n'feel. The game logic is quite well done too; like often in such games I tend to be a bit frustrated when I shoot in the middle of two balls and it gets sucked in at the wrong position :p
The Sims background is not exactly a libre asset, but well.. ;)
I hope you'll continue to improve the game a bit after the jam, it's a very good example of what can be achieved with Godot in a couple of weeks.
I really enjoyed playing this one, those the last levels are super hard :D It took me a good while to finally win the 10th level.
The gameplay is simple, but well designed, I'd be looking forward to playing more levels and learn more about this mouse looking for freedom :) Kudos to the artists too, the art gives a very nice look and feel to the game. It could use some polishing here and there, but hey, this is a jam game :)
I love it!! A cute mouse fishing in a gorgeous environment, and it's in 3D! What more can one ask for? :D
It took me a little while to understand the controls (e.g. that I can't move the boat while fishing - obvious, but it still took me some good 20 s to understand that :p), and also to understand what to do exactly to trigger the fish catching mechanism (the in-game instructions were really helpful, but I wasn't sure what to do to get the gauges show up at first).
I hope you continue working on it after the jam, it's a very good example of a 3D game made with Godot, and we don't have many of those so far :)
It's very nice, I like the attention to detail that you put into it. The camera movements are very fluid, and the gameplay is simple but addictive :D
I managed to reach 60m or something and maybe 80 rebounds, but then I had to give up when the ball fell to the ground :p
The game has a well-polished interface, I like that. The ability to tilt the platform on which the flying mouse bounces is a nice twist to the typical breakout gameplay :)
It would be nice to have the possibility to jump with the two platform-holders (e.g. by pressing left + right mouse button at the same time) to give some more impulse to the flying mouse. Also for future versions, some more levels and maybe cheese-themed powerups would be cool :D
I really like the look'n'feel of this game, the 3D corridor has a very nice effect, and the HUD is pretty nice too. The gameplay itself is kind of repetitive, it would be nice to have some more randomness, and also a time-based bonus, so that you have to find a trade-off between grabbing as much cheese as possible and rushing to the exit. It could be nice to be hunted down by angry kids or something :p
Also don't forget to update your GitHub repository. I had completely missed the fact that there was a version of the game with cats until I read jota0222's comment and tried to download the source zip archive.
This one is a pretty interesting challenger! As others mentioned, it's quite surprising, and the gameplay past the painting scene is also a bit hard to understand. To understand how to win the "smile" scene I had to check the source code and find what triggers a success condition, as just click the mouth and eyebrows to make a smiling face was not enough...
The conclusion is a bit weird too, I had hopes for some bigger reflections on human emotions, with some gameplay mechanisms that would make me find out something about my own emotions. But I know that it is only a prototype, and I do hope that you plan to continue working on it as it might become something very interesting.
Nice work! I know from the Steam forum that you only recently started using Godot, so you've shown that you understand it quite well already :)
The gameplay is simple but still funny, and right in the theme ;) I was a bit puzzled by the mouse (device) controls though, the first few times I played the game I had the feeling that mouse controls were completely broken, and ended up playing with the keyboard. Then I read the source code and realised that once needs to press and hold the left mouse button to "drag" the cat towards a direction, which indeed works fine. It would be good to make it clearer in the game.
Congrats on the very detailed credits in the LICENSE file too! The only missing thing is the actual license of your own code; as you're using GPL'ed code I guess your original code should be GPL'ed too.
I found the game pretty difficult, but you have a nice concept. It took me a while to understand how to make use of the second fuel tank, so the first time I played I got stuck at the beginning of the first level; some instructions would be welcome :)
Otherwise I found the levels relatively difficult but still quite interesting. With some polishing and a cool tileset it could make a pretty interesting game.
Nice work! Quite classical and well implemented. I liked the HUD too :)
I would have liked some more difficulty though, I played the first 6 waves but could not really notice an increase in difficulty, so it grew a bit boring as it was too easy. Having several zombies to shoot at a time would be pretty nice, as well as having zombies with higher speeds and maybe less predictable movements.
Note that a repost from the last game jam would not be per se against the rules, we specifically allow people to reuse existing code and assets. It's not particularly interesting if no new more was done on the game, but it's not strictly against the rules :)
The HTML5 template is fine for testing, but not really good in production yet. Some browsers handle it well, but with others it can have weird results (e.g. on Linux with Firefox 64-bit and 4 GB of RAM I often have memory deadlocks...).
This should hopefully get better with Godot 3.0 or 3.1, there was some work done on it already. But I'd advise you for now to always label your HTML5 version as "experimental" if you want to avoid bad critics due to the performance.
I think that you can yes. As there is not much to win, I would even say that pushing some bug fixes in the source code would be allowed (especially if it means improving the game for the future generations that will try to learn Godot by checking its source code ;)).
As TeddyDD mentioned Lua and GLM being MIT, they are both compatible with the GPLv3. About the license, I'd advise you to use GPLv3+, i.e. the one which states "version 3 or (at your option) any later version". This would mean that if the FSF publishes a GPLv4 in the future, your application would be compatible with it (it's both good and bad, it depends how much you trust the FSF to keep future GPL versions good - but I know some projects stuck on the GPLv2 (without +) like Stratagus, and it can be problematic for them).
About the headers, typically you should not include them, as (at least on Linux and OSX) the ones from the system should be used. Several projects still bundle them as a convenience for Windows compilation (setting up development libraries is arguably more painful there), but if you can do without it, it's a better practice.
+1 for going open source, that's always a good decision.
See http://choosealicense.org if you're not familiar with open source licenses, basically the typical choices would be MIT (very permissive) or GPLv3 (copyleft, ensures that all derivatives stay free/libre, which can be good or bad depending on your use case).
Apparently it's possible to add your game to the submissions after the deadline, but for this I need to give you a private code that will let you do that. itch.io does not seem to provide a way to contact you in private, so could you try to get a hold of me on IRC sometime tomorrow on Freenode's #godotengine channel? You can use http://webchat.freenode.net/?channels=#godotengine to login if you're not familiar with IRC.
My login there is "Akien".