Oh no! New builds just went up! :D
Cheeseness
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Thanks for your kind words!
When I released hive Time, I wanted its pay-what-you-want model to be a core part of its identity. Unfortunately, not only does Steam not offer this payment model, but the distribution agreement would forbid me from mentioning its availability on other storefronts, so I wouldn't be able to tell Steam users about that aspect of its identity.
Itch is a good fit for me and my work.
Hmm, what window mode are you playing in (windowed, fullscreen, borderless), and what exactly happens? Does the OS capture a empty image, or does it look like the game is intercepting the screenshot shortcut before the OS receives it?
I'm inclined to say that that's an OS problem rather than a game problem, since screenshots seem to be behaving fine here on Linux, but if we can get a little more information, we might be able to come up with a workaround and/or implement an in-game screenshot funcion.
I've had this tab open since last year, and today's the first time where I've felt like I've had free time enough to play a game for fun. It is so nice to have another Pontifex game. I'm neck deep in cranes right now and loving every second.
I do wish that I had a shortcut to keep the focused node to speed things along a little (eg: when placing cables for a suspension bridge that all share a common anchor). Enjoying the copy/paste/mirror shortcuts!
ART for Snakes is a single player snake-ish game by Splerp, Cheeseness, and lcl. Be a snake, eat the most expensive paintings you can before the time limit runs out (or play in "zen mode" for a more relaxed experience). Use snake-like controls to move through and leap from painting to painting across a branching 4 course campaign.
Originally prototyped for Pizza Jam, ART for Snakes represents a polished, "full game" based on and building from our original vision.
The update I mentioned has come out, and we've not only refined the controls/snake physics a bit, we've also added sound effects and particle effects for audio/visual feedback when you are travelling through something where you can control the snake (ground/paintings). If you get a chance to try, we'd love to hear what you think!
Thanks for your kind words! Could you describe a little more about your experience of learning the control mechanics? We're working on a post-jam update, and I'm feeling like we'd benefit from having some in-game instructions to point players in the right direction, but I don't want to make assumptions about what the friction points are.
It's nice to hear that what's there is engaging enough for that level of play - I had a chance to play for fun last night and was still enjoying myself after gobbling up $72m worth of delicious art.
"Surfing" your own tail is definitely fun, but getting stuck on your own tail is something we're aware can be a friction point too. We've been talking about possible approaches that would address the latter without sacrificing the former. We've got some ideas that might work.
Alas, we didn't have time for audio, but you're totally right, it would add a lot!
Thanks for your kind words!
Hi! Sorry to hear you're having trouble.
Can you give some more detail on what's happening? Are you seeing an error? Does the game start at all? Does it crash, or does it freeze up? Can you also tell me which downloads you have tried?
It'd be good to check whether the game has created a log (there are instructions on where to find it in the "Log, save, and config file locations" section here on the store page). If it has, could you email that to the address under the Technical Help section of the store page?
Are you certain it wasn't trained? I feel like you don't get the kind of almost-Sean-Connery or almost-handwriting in your cover image without using something that's been trained on Sean Connery and handwriting.
Oh, I completely forgot to touch on You also mentioned photobashing - if you weren't using stuff you created yourself, it's important to credit sources there as well.
I chose to not play this one, so I can't offer any feedback.
Regarding attribution/giving credit, given the rules of this jam and the intent behind it, there is a reason that we require participants to make all assets/content themselves unless it is existing Free/Open Culture licenced works. Signal boosting and celebrating the creations of people who have chosen to participate in the Free Software and Open Culture movements is important and valuable. We have disqualified submissions for making use of content that doesn't fit those requirements and/or for not providing proper credit/attribution.
With that in mind, I think it's reasonable to require that the authors and licences of all content that the machine learning synthesis platform you have used be credited as well. I understand that you may not be in a position to do this if you didn't train it yourself, and given that we didn't have explicit rules about AI/machine learning synthesised content, I'm not going to disqualify you here.
Your English is good enough for me! :D
If you've decided to embrace it intentionally, then that's valid! I feel that mechanic would be stronger if there were levels that benefit from "wall grabbing" - the ones that are there now don't offer a player much opportunity to use that effectively.
Best of luck!
You didn't make every effort possible to mention that site and the artists involved in the works you've used - you didn't even bother to mention that on the game's page as is explicitly required by the rules of this jam.
Looking at that site, it's very clear that there are some works hosted there that infringe upon the copyright of others and haven't yet received a DMCA takedown request. The onus is on you to prove that everything you have used has been licenced for that use by all copyright holders with stake in the work (not just the remix artist, and not just a website).
The situation I've explained is not system-specific and will not vary for other users on other distributions. Since a focus of the jam is guiding participants toward engaging in best practices when supporting Linux, I'd love to invite you to explore this further and gain a better understanding of why it's relevant.
Firstly, if you to use a web browser to download your game from Itch on your Zorin OS install, you can confirm what kind of experience your users are going to have (if you save it to a drive mounted that automatically gives executable permissions to all files, which I've seen some people do for drives shared with Windows, be aware that that is not a typical or default configuration).
When you tested the game on your Linux distro, it would have had those executable permissions set one way or another. If it was the system you did your AppImage packaging on, then the file would have been given those permissions when it was created. You can verify right clicking the game's AppImage file in a file browser and viewing its properties (most file browsers' properties dialogs have a permissions tab), or by running ls -la in a terminal and looking for an "x" at in the 4th column of characters representing the different permissions flags that Unix style filesystems can hold.
The key thing here is that file permissions in general are not a part of the file itself. They're stored in the filesystem - as part of the data that tells your computer how to find and read files from the hard drive. Archive formats like zip or tar let us work around by keeping some metadata on file permissions inside the archive itself that the program doing the extracting can then use as a reference when creating the extracted file. The HTTP protocol doesn't include that information, so the browser doesn't know to give it anything but whatever the default permissions are on your filesystem (which I touched on earlier, but isn't really relevant here - if you want to read up on that, a good place to start would be over here).
Hope that sheds some light!