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Daivuk

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A member registered Jan 12, 2017 · View creator page →

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Great question! I made a video about it: 

Yup all elevators do that :( you have to stay clear. In Quake it would stop, hurt you a little bit then reverse. But I kind of ran out of bytes budget to do this kind of polish.
I'll try to squeeze those improvements in the next version!

You either move on a door or button, or you shoot it. 

I have no idea how unfortunately. But all I can say: Try the uncompressed version

Hey, what's your GPU by curiousity? There is a large Probe Lights texture that might be causing some vram bandwidth issues.

yup. because of the compression on the .exe. You can download the uncompressed executable that is also available here. That's why I have included it.

But if you absolutely need proof that the game runs in 64 KB, put it in a folder and put an exception on it.

Thanks!
I've read another comment on youtube of that Y axis issue and they used an external program to fix it.

Ultimately, in a future version, I want to include settings page to be more accessible.

As for mapping, I might be open to colabs with designers/artists on my next one. Do you have a URL with your maps listed somewhere?

might have been blocked. You can try the uncompressed version. But glad you were able to run it in the end

Thank you nice comment! 128k I could do a 30 levels game probably with more enemies. It’s an enormous amount of space! Would feel like cheating at this point.

As for collisions yea it’s a bit janky at times especially on angles walls. One of the reason I mentioned I want to use brushes instead of faces in the future

I am thinking of having more levels in my next attempt, and include saving + settings like key remapping, mouse speed and invert. Sorry if I couldn't give you the desired accessibility this time :(

I'm out of bytes tho lol

It's very short game, I hope you can do it. I had to do sacrifices for space obviously, but key screen would have been totally doable. For the next game I will try to have saving through checkpoints, as I plan to have more levels.

oh wow. I only ever tested it on windows 10 and didn’t crash once the many times I sanity checked it… so sorry about that. But eh, it’s a tech demo. There’s no call stack or log system for you to give me also considering the size of the executable.

Added the video to the page. Enjoy!

About a year, on/off. Worked on other projects between that too.

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:D thanks!
but I wouldn't go that far haha

.product are pioneers.

Thanks! I couldn't make it longer because of the 64 KB challenge, but I already have a few ideas for the next one and how I could fit more levels

You press forward, looking at the edge, while holding jump?

The game has very low requirement. But the probe lightings might hit you still...

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You press Jump to swim up in water. Near an edge, you can jump out just like it was in Quake. Look toward the edge.

But I'll keep this in mind for my next game. I thought the mechanic was obvious but I was raised with Quake :)

Thanks for your feedback!

Thanks a lot! This version has bug fixes

Do what you want with it

onut: github.com/daivuk/onut

Both, no problem!

Thanks!

Also on the XBox360, there was a bug that could happen where you crossed a bridge and could never come back. Also, there were disk read/write issues that could stutter the game. (Couldn't re-release)

But for this version, I fixed those issues :D

Thanks Megarev

Hey thanks @gamejamcurator !

I should probably update the binaries.. Currently it only runs on raspberry pi and PC.

Onut also supports loading Tiled maps and can be used by the Javascript side, or C++ side. It is chunked for optimization. It also supports the base64 and zip export formats. You can draw layers individually, fetch entities from object layers, etc. But it doesn't support tiles animation and image layer.

Just getting a grey screen on Win32 and Win64

@WebFreak here is the engine btw, this compiles the executable: https://github.com/Daivuk/onut

There is cmake, but its only ported on raspberry pi so it work work on anything else. For windows 10 there is a VS2013 solution file under project.

@WebFreak, I would have to port the engine (onut) to x86 first. Its in the plans. The engine is easy to port so I could get that done quickly.

@everard999, Ya ship controls are a bit hard, and slow acceleration. It was done on purpose because I started the jam with the idea to have a hard to control ship and develop the gameplay around that. But then added the meta strategy aspect to the game. So I am thinking of very simplifying controls. Faster turn, faster accel/deccell and focus more on the meta.

good idea. I was also thinking of adding sockets for online multiplayer. And AI vs AI mode just for fu

Nice it plays well.

For those interested, I added a real Linux build, not just raspberry PI. Also added OS X.

This was my favorite game. Well done. I love the little faces on the elements!

I am unsure. I built my own tech and so far I only ported it on Win32 and Raspbian (Raspberry Pi 2 B)

I will provide a windows executable with it.

On the PI, I am using the broadcom video core API to create the surface.

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My build will only work on raspbian ARM processor with broadcom GPU.

It's a custom framework I made so I'm not using SDL or anything like that.

Is it still accepted for submission?