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Brastin

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A member registered Jul 06, 2017 · View creator page →

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Thats strange, that makes it seem like the program isnt actually crashing at all it just refuses to render. I've tested my player in person on 3 different computers, but they all were intel + nvidia systems. Are you using an amd gpu or cpu? I might try releasing a version with a different render engine that might be compatible on more systems.

That's so strange - the logs show everything is fine, but it looks like it should be crashing somewhere in the setup phase. The only other thing i can think of is that its not actually updating the files at all. Could you try deleting the log files and seeing if it replaces them? You could also potentially try the 32 bit version. Thanks for the help and I'm sorry its still not working for you.

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There's a new download listed as "MMP Windows 64 Debug.zip" and this version should work, and if it doesn't I've set it up to output two different crash logs. If it doesn't work, would you mind sending me the two crash log files? Another thing you could try is also deleting the preference file (data/preferences.txt). Once again thanks for the detailed feedback, and I'm sorry I can't immediately fix the issue because it runs normally on my machine.

oh wow thats really detailed, thanks! I'll try and work out whats causing the issue ASAP

oh also - does the screen flash white or stay white?
and does the blank screen fill the entire display or just the MMP window?

Thanks for letting me know, I'll look into it. Make sure all the files from the download are included with the program when you run it. (not saying you haven't, it's just to make sure that its not the issue)

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Oui :)

c'est animé mais vous pouvez désactiver l'animation (j'ai également utilisé google translate désole)

Looks cool but just FYI this doesnt fit the 64x64 resolution constraint which is the main purpose of the jam

Yeah it is made with processing, and thank you! Good luck making yours!!! Something that I've been trying to do for ages but never been able to achieve is to directly open audio files in the player by double clicking them. Maybe u could try and do that? I love seeing people push the limits of processing.

If anyone is looking to use Processing for the jam, I've made a template that makes it easy to get a 64x64 resolution centered canvas, without texture filtering and anti aliasing. It sets the window, canvas and variables up for you so you can immediately work on your 64x64 game.

I'm not sure if using this code is allowed (?) but considering that it's making the restriction of a 64x64 resolution more accessible I'm sure its ok and in the spirit of the jam. 

Feel free to use it !!! I'd love to see some games made with processing here!

// 64x64 Resolution Game Template for Processing
// Brastin 2020 PGraphics canvas;
int canvasx;
int canvasy; int canvasw;
int canvash; int canvasMouseX;
int canvasMouseY; void setup(){
    size(700,700,P2D);                       // P2D renderer is required to turn off texture filtering, but
                                           // if you dont need it you can use the default renderer
  surface.setResizable(true);              // allow the user to resize the window
  ((PGraphicsOpenGL)g).textureSampling(3); // turn off texture filtering (no blurry textures)
  canvas = createGraphics(64,64);          // create 64x64 canvas
  noSmooth();                              // turn off antialiasing   } void draw(){
    // canvas border
  background(0);
    // centre canvas on screen
  canvasw=512;  
  canvash=512;
  canvash=int(height/64)*64;
  canvasw=canvash;
  canvasx=width/2-canvasw/2;
  canvasy=height/2-canvash/2;
    // mouse location relative to the canvas
  canvasMouseX = (mouseX-canvasx)/(canvasw/64);
  canvasMouseY = (mouseY-canvasy)/(canvash/64);
    // 64x64 canvas drawing code
  canvas.beginDraw();
  canvas.background(100);
  canvas.rect(16,16,32,32);  // example rectangle
  canvas.rect(canvasMouseX-4,canvasMouseY-4,8,8); // example mouse location
  canvas.endDraw();
    // draw canvas to screen
  image(canvas,canvasx,canvasy,canvasw,canvash);
}
Good luck!!!

No, sorry. The PC version is pancake only for now. I did pick up a new computer recently so i should be able to port it over to run on SteamVR soon. Then testing it will be much easier too.

No. I'm not going to make the source publicly accessible.

The update is live now if you wanted to check it out :)

I made this myself and didn't use a tutorial. I don't think there are any tutorials for this sort of thing since its so obscure, but I suggest trying to get a basic window environment working first if you want to work towards an operating system shell.

A tutorial for what exactly? Processing? If so look up daniel shiffman on youtube,  he's got some great processing tutorials

If you're thinking of downloading this please hold off for a few days, I'm about to release a big update soon.

Yeah

Yeah, I made it in processing. It's probably not the best thing for it but its something I'm super familiar with so its much faster than learning something new

oh wow! I've never had anyone ask to give money before haha. I really want to set up multiplayer but I'm still learning the ropes with Unity and VR, and mixing multiplayer and VR together sounds a little difficult.  I've considered adding donations but I haven't figured out how to / gotten around to doing it. Once again though, thank you !

Not at the moment sorry, its too difficult for me to develop a PC VR game without a good enough computer and a tethered headset. Its on my todo list when I've got a better setup though for sure.

I'm sorry I have no idea how to uninstall sideloaded apks - have you tried deleting the folder through explorer? If you still can't figure it out get back to me and I'll try and I'll help as much as I can.

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I've now submitted the game to SideQuest now that a bunch of the bad bugs are gone, so now you can download it on there and get automatic updates.

EDIT: its on there now and my god I was not expecting that much exposure the popularity of this game just skyrocketed

I'm going to release it there once I've fixed up all the problems with this build. If you really want to try it out you can use the apk in downloads section and it'll work just fine. Just drag and drop it on Sidequest and itll load just like a normal sidequest game.

This game seems cool but I cant figure out the crafting recipe for sticks, and repeatedly whacking the crafting table only to find out that the recipe is wrong can get tiring when trying different combinations. Maybe there could be a little indication that what you have on the table will make something? Also I like the idea of the jogging in place, and its kind of fun, but its not great when it comes to fine movements. I don't have much space to walk around and sometimes its really difficult positioning myself to use the crafting table without hitting anything, since ill often accidentally run onto the table. The movement seems slow for long distance but too fast for short distances like that. Maybe turning off autojump and having some sort of manual jump option could fix the problem.  The hand tracking support is cool but I cant figure out what gesture I have to use to grab stuff.  Some sort of menu / help screen that detailed controls or unusual crafting recipes that pops up when you click the menu button would be super helpful, since after reading the first screen and popping into the game I quickly forgot most of what it said. I also feel like the distance you need to move your hands is a little too far, sometimes I'm scared to punch the block and have to double check my arm wont go outside the boundary first. Some vibration in the controllers when you successfully hit something would be super helpful too.

Sorry for that massive paragraph of my suggestions, aside from that the game is really cool. Its awesome that its one of the first real games with hand tracking too. I can't wait to try it out more after an update. I'd definitely recommend it to people if the controls were a little more forgiving.

Thanks! I've been trying to work on Linux and macOS support and hopefully it will release soon. I've never really used linux so its been difficult for me to get everything working

Thanks :D I really wish it could be a real one too. Maybe I could figure out how to make them

x comments · Posted in x comments

I don't really understand whats going on but it looks cool

Thanks for trying my game! I've updated it and it has a lot more features now, if you want to give it another go.  There's now 4 different game modes. Once again thanks for playing!

I played for a solid 40 mins but I couldn't find the fourth cat. You absolutely nailed the playstation vibe though, I love the intro. I also found a bug, if you fall off the edge of the stairs in the building in the forest, it will teleport you back to the cat temple thing, but every teleporter after that will just teleport you back to the temple, even if you select "wake" it just teleports you back to the temple. Apart from that this game is amazing!

This is happening with me too. I'm trying to download a 4 MB file with a speed of 400 *bytes* a second. I have never ever had a speed that low, and currently its only with this website ):

I caught my files nefariously drinking mustard in my documents folder - Thanks Electric File Monitor!

I havent bought the game yet but I love the LEGO LOCO style menu thing and everything, and I don't think ive seen anyone point that out yet

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Oh yeah that was so annoying. The way I fixed it was instead of checking if a key was pressed using keyPressed and checking hat key was being held at the time, I had up, left, down, and right variables. In the keyPressed() function I check what key is pressed and change the variable to true, and in the keyReleased() function I check which key gets released and change the variable to false. This way you can check if multiple keys are pressed at a time, and it doesn't do that weird thing where it can't decide what key is being pressed. Sorry if that was confusing but I hope it helped :)

Heres an example with two buttons (left and right)

boolean left;
boolean right;
int x;
void keyPressed(){
  if(keyCode==LEFT||key=='a'){
    left=true;
  }
  if(keyCode==RIGHT||key=='d'){
    right=true;
  }
}
void keyReleased(){
  if(keyCode==LEFT||key=='a'){
    left=false;
  }
  if(keyCode==RIGHT||key=='d'){
    right=false;
  }
}
void move(){
  if(left){
    x--;
  }
  if(right){
    x++;
  }
}

Thanks! :)

Thank you!

What do you mean by smooth controls? Like just the physics or the key inputs?

Thank you! And yes, I'll check it out when I can :)

Thanks! :D

Thank you so much! I'll have to check out your project! :D

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Thanks for at least checking it out haha. If you did actually want to play it I'll add in arrow key support in the next release :P ty for the suggestion! :D (I could also change the z key to work as up too if that works)

Edit: woah! congrats on winning :D

The style is really cool and ties in well with the minimalistic theme and the controls are nice, but the game is a little too slow paced. If you increased the enemy count or speed I'm sure this would make a really fun game! Also, congrats on finishing your first game!