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Dante Scanline

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A member registered Dec 26, 2014 · View creator page →

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cool! only some minutes into it. it's crashing on linux pretty randomly, but seems fine in browser. will just play it in browser since it's easier anyways :D


if you want here's the full log from launching the game until it crashed:


***************************************
*     YoYo Games Linux Runner V1.3    *
***************************************     
CommandLine: -game game.unx
ExeName= /tmp/.mount_Sylvie50Jvdp/usr/bin/seven
MemoryManager allocated: 46466
INI DisplayName=Sylvie RPG
SavePrePend /home/user/.config/seven// 
GAMEPAD: Initialising Ubuntu support
Attempting to set gamepadcount to 32
display=0x13a71f0
Display Size(Pixels): 1536,864
CreateDesktopWindow 49,49
Win #1
XF86VidModeExtension-Version 2.2
Got Doublebuffered Visual!
glX-Version 1.4
Icon: w=64 h=64
Creating window of width 49, height 49
sw=1536 wh=864
WindowCentre: 743,407
Depth 24
Congrats, you have Direct Rendering!
sync = 0
**** GLX Extensions ***
GLX_ARB_context_flush_control GLX_ARB_create_context GLX_ARB_create_context_no_error GLX_ARB_create_context_profile GLX_ARB_create_context_robustness GLX_ARB_fbconfig_float GLX_ARB_framebuffer_sRGB GLX_ARB_get_proc_address GLX_ARB_multisample GLX_EXT_buffer_age GLX_EXT_create_context_es2_profile GLX_EXT_create_context_es_profile GLX_EXT_fbconfig_packed_float GLX_EXT_framebuffer_sRGB GLX_EXT_no_config_context GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_EXT_visual_info GLX_EXT_visual_rating GLX_MESA_copy_sub_buffer GLX_MESA_query_renderer GLX_MESA_swap_control GLX_OML_swap_method GLX_OML_sync_control GLX_SGIS_multisample GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGIX_visual_select_group GLX_SGI_make_current_read GLX_SGI_video_sync 
Checking for GLX_EXT_swap_control
Vsync: GLX_EXT
DOUBLE BUFFERED
OpenGL: version string 4.6 (Compatibility Profile) Mesa 23.2.1-1ubuntu3.1~22.04.2
OpenGL: vendor string Intel
OpenGL GLSL: version string 4.60
OpenGL version - detected 4.6
OpenGL: VBOs supported
OpenGL: Non-power-of-two textures supported
Anisotropic filtering supported, max aniso 16
OpenGL: 1 and 2 channel integer surface formats supported
OpenGL: 4 channel half-float surface formats supported
OpenGL: 1 and 2 channel half-float surface formats supported
OpenGL: 4 channel float surface formats supported
OpenGL: 1 and 2 channel float surface formats supported
This is where it would have set them fullscreen= 0, they are 49,49    displaywidth/h 1536,864
Collision Event time(microsecs)=36
Variable_Global_Init()
PrepareGame()
Audio_Init()
Game_Prepare()
Script_Prepare() 
TimeLine_Prepare()
Object_Prepare()
Room_Prepare()
Finished PrepareGame()
Run_Start
Done g_EffectsManager.Init()
Done RenderStateManager
CreateColPairs took 0.000000s 8 usecs for 161 object types obj_col_numb=0 physobjcount=0 resizes 0 final size 0
Done ObjectLists
Done Extension_Initialize
About to startroom
WindowCentre: 743,407
Total memory used = 50138272 (0x02fd0ca0) bytes 47.82MB
Free memory = 7390048 (0x0070c360) bytes 7.05MB
Peak memory used = 23593726 (0x016802fe) bytes 22.50MB
**********************************.
Entering main loop.
**********************************.
GraphicsResetM called with g_NewWindowWidth=686 g_NewWindowHeight=686 g_WindowWidth=49 g_WindowHeight=49 g_ClientWidth=49 g_ClientHeight=49
This is where it would have set them fullscreen= 0, they are 686,686    displaywidth/h 1536,864
Window Size w=686 h=686
Assertion 't = find_next_time_event(m)' failed at ../src/pulse/mainloop.c:740, function calc_next_timeout(). Aborting.
Aborted (core dumped)

*************************************** *     YoYo Games Linux Runner V1.3    * ***************************************    
CommandLine: -game game.unx ExeName= /tmp/.mount_Sylvie50Jvdp/usr/bin/seven MemoryManager allocated: 46466 INI DisplayName=Sylvie RPG SavePrePend /home/user/.config/seven//
GAMEPAD: Initialising Ubuntu support Attempting to set gamepadcount to 32 display=0x13a71f0 Display Size(Pixels): 1536,864 CreateDesktopWindow 49,49 Win #1 XF86VidModeExtension-Version 2.2 Got Doublebuffered Visual! glX-Version 1.4 Icon: w=64 h=64 Creating window of width 49, height 49 sw=1536 wh=864 WindowCentre: 743,407 Depth 24 Congrats, you have Direct Rendering! sync = 0 **** GLX Extensions *** GLX_ARB_context_flush_control GLX_ARB_create_context GLX_ARB_create_context_no_error GLX_ARB_create_context_profile GLX_ARB_create_context_robustness GLX_ARB_fbconfig_float GLX_ARB_framebuffer_sRGB GLX_ARB_get_proc_address GLX_ARB_multisample GLX_EXT_buffer_age GLX_EXT_create_context_es2_profile GLX_EXT_create_context_es_profile GLX_EXT_fbconfig_packed_float GLX_EXT_framebuffer_sRGB GLX_EXT_no_config_context GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_EXT_visual_info GLX_EXT_visual_rating GLX_MESA_copy_sub_buffer GLX_MESA_query_renderer GLX_MESA_swap_control GLX_OML_swap_method GLX_OML_sync_control GLX_SGIS_multisample GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGIX_visual_select_group GLX_SGI_make_current_read GLX_SGI_video_sync
Checking for GLX_EXT_swap_control Vsync: GLX_EXT DOUBLE BUFFERED OpenGL: version string 4.6 (Compatibility Profile) Mesa 23.2.1-1ubuntu3.1~22.04.2 OpenGL: vendor string Intel OpenGL GLSL: version string 4.60 OpenGL version - detected 4.6 OpenGL: VBOs supported OpenGL: Non-power-of-two textures supported Anisotropic filtering supported, max aniso 16 OpenGL: 1 and 2 channel integer surface formats supported OpenGL: 4 channel half-float surface formats supported OpenGL: 1 and 2 channel half-float surface formats supported OpenGL: 4 channel float surface formats supported OpenGL: 1 and 2 channel float surface formats supported This is where it would have set them fullscreen= 0, they are 49,49    displaywidth/h 1536,864 Collision Event time(microsecs)=36 Variable_Global_Init() PrepareGame() Audio_Init() Game_Prepare() Script_Prepare()
TimeLine_Prepare()
Object_Prepare()
Room_Prepare()
Finished PrepareGame()
Run_Start Done g_EffectsManager.Init() Done RenderStateManager CreateColPairs took 0.000000s 8 usecs for 161 object types obj_col_numb=0 physobjcount=0 resizes 0 final size 0 Done ObjectLists Done Extension_Initialize About to startroom WindowCentre: 743,407 Total memory used = 50138272 (0x02fd0ca0) bytes 47.82MB Free memory = 7390048 (0x0070c360) bytes 7.05MB Peak memory used = 23593726 (0x016802fe) bytes 22.50MB **********************************. Entering main loop. **********************************. GraphicsResetM called with g_NewWindowWidth=686 g_NewWindowHeight=686 g_WindowWidth=49 g_WindowHeight=49 g_ClientWidth=49 g_ClientHeight=49 This is where it would have set them fullscreen= 0, they are 686,686    displaywidth/h 1536,864 Window Size w=686 h=686 Assertion 't = find_next_time_event(m)' failed at ../src/pulse/mainloop.c:740, function calc_next_timeout(). Aborting. Aborted (core dumped)

all hail the zaga

love this kind of deep dive!

can't wait, and great to see you working with new styles in 3d that let you remain economical with your time. already has a strong look just from that one screenshot.


p.s. are you on mastodon / fediverse? i thought i was following you there but can't find your account

oh hell yes

my totally biased review: i love this game, it's heart beats with all the best themes of the jeremy-verse.

this game is totally unreal. there's so much stuff in here, so many weird meta jokes and twists and fake outs, so many fun games, so many times you think it's over and then BAM your dead cyborg brother comes back to life and challenges you to farm fruit for him

any chance of a mac version? I know its a pain in the ass to deal with their whole nonsense but i love your games and i only have mac right now.

F**K

I second this!

I believe the developer is making this with gamemaker which can be a pain to make mac builds from (you need a mac and to jump through hoops with apple).

This is a little terrifying! Thanks!

Purely look and feel but the screen transition effect feels too slow sometimes. This is especially obvious if you drop down a long pit through multiple rooms, not much time to see the next one before you're out. Maybe pause the game execution until the effect is partially over?