Thanks for catching that! :)
Will add that fix to the next build.
Yep, will try and get the Steam store 'coming soon' page up as soon as I can. There's been a few extra life-related things going on this month eating up my time to get that finished.
Soon as it's up I'll definitely be posting about it everywhere. If you "follow" me on itch.io, you should see it come up in your "Feeds" section.
Woo, glad that worked. I've added a note about to the FAQ and I'll also add it to the download page information as well.
The game "should just work" in high-res mode (like the main menu etc)... but clearly I'm doing something that results it it not working in-game. Will keep trying to fix (or at least make it default to low-res mode so players don't have to do it).
Did it look like this screenshot (see below)?
Do the other 2 game modes seem to work? Could you zip up and email me (email@example.com) your Saves folder so I can see where the tutorial might be getting stuck (leading to a crash)?
The Windows builds of the game come with a bundled version of Java that the game uses, so probably not that.
Sometimes I get issues with several Java games/apps where the framerate will just be really bad for unknown reasons - rebooting usually clears it up at least for me.
Do you notice it happening consistently after reloading the game? Just in a particular area near your base or everywhere in the map? Is there a lot of base modules in that one location perhaps?
Several players have suggested having Thirst as a player stat. It would certainly be easy to add, but I don't know that it would necessarily make for a better game? Would people want one more progress bar / number to keep an eye on and be replenishing? It's something I could try out eventually.
As a side note, I'm probably going to be adding some sort of "water tap" as a base object so that players can take water back *out* of the Water Supply modules (and use for drinking / cooking etc).
@dikktor - what sort of info are you looking for about the RTGs?
It is Java (using libGDX) which supports both desktop and mobile - but I don't have any plans to make/support an Android version of MewnBase at this time.
I've tried compiling the game for mobile earlier in 2017, and performance was just wayyyy to slow. And none of the player-input stuff has been designed for touch (aside from something simple like the Main Menu).
I think I want to have a bigger discussion, probably on the forums sometime soon about how people feel about the "Normal" / Mission mode. As it is now... I personally think it's pretty weak - all you need to do survive X days, and the payoff isn't very exciting. My hunch is most people play Endless.
As much as I like the idea of having the game have more "goals" in it... I might just swap out the "Normal" mode for a basic "Creative" mode for the time being. BUT... wanna see what everyone thinks about it first.
In the next version, I'm going to (hopefully) be adding in bodies of water like ponds / lakes - so trying to think of ways to allow the player to pump/collect water from those. Would they actually be drinkable water? Would it need to be cleaned somehow? Is the pump->storage flow automated?
Thanks for the bug reports!
Hmm the game should give you a lame "You win!" message if you reach the end of a Normal Mission - will have to see if that got messed up with the latest update.
Will also look into the other issues. Totally forgot about the cat color stuff for driving the buggie haha
I would like to add some hostile creatures to encounter - to make exploration a bit more hazardous. Things that you need to keep from eating your base perhaps.
And there'd need to be some sort of way to deal with them. Offensively, defensively... not sure yet :)
Agreed - a lot of testing and bug fixes to get 0.39 out, but not enough time to get much new in-game stuff for players to chew on.
Hoping to get the biome update (or at least part of it) in the next version: adding water, sand, snow areas etc.
Other half-baked features been working on in the past month: Creative Mode, enemies(?), fixing z-sorting (so that sprites are better layered and go behind each other properly when you're walking around).
As far as gameplay features go - will try and keep the Itch and Steam versions of the game the same, just for my own sanity haha.
Might include Steam-platform specific stuff like trading cards and achievements?
Sorry for the slow response... I try to read almost all posts on here, even if I don't get a chance to reply to them.
Unfortunately not planning on adding multiplayer in the foreseeable future. There's still a *lot* of work to do on the game as it is.
Yeah, it's been a few weeks since the last update. More will come, just gonna take a bit of time.
If you follow my Itch.io account I think you should be auto-notified when the next update is out.
You're probably right. Tried doing lots of stuff to fix it, such as setting the texture-filtering to Nearest-Neighbor, tried messing with the padding and bleed on the texture packing. Even tried increasing the tile size by like less than a pixel in each direction so they'd overlap a teeny tiny bit. I'm currently working on drawing lots of new biome art - so I'll probably try and revisit this issue when putting them in. Fingers crossed!
If you want to zip up your saves folder and email it over to me I'd be happy to take a look: firstname.lastname@example.org
I'm assuming by "does not work" you mean that the game crashes when you try to load your 53-day save?
> Do not prompt please how to remove it???
Not sure what you mean here - could you clarify?
I'll test this out - I definitely changed some inventory stuff in the last release that could possibly be related to a crafting bug.
Do you know if you had a full or empty inventory at the time?
Yay! Glad you're liking it. Really appreciate your patience and testing this stuff out for me. Thanks!
Definitely seems likely that I'll be going with the LWJGL3 version for the next release then :)