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Fluttermind

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A member registered Oct 15, 2015 · View creator page →

Creator of

Recent community posts

It was, but it became too expensive to pay the Apple fees to keep it up for near zero income.

Just updated for you.

Hi. If you come to the Fluttermind Discord there are new versions there all the time.

Should be more stable. In addition, the new, secret magic system is in. Beware! Using it costs you quite a lot!

More bugs squashed. Enjoy!

Lots of changes! Give it a try.

Hey folks. The game is now Alpha, meaning everything is in, but not necessarily as balanced as I’d like. Give it a go and complain away!

Hi! Yeah the game is under constant development and improving all the time. I release new versions *very* frequently via my Discord if you wanna keep up with how it’s going. http://discord.gg/tYfHgXc

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Hey folks,
Welcome to the Moonring Community.  I'm Dene Carter, the creator of Moonring, Incoboto, Spellrazor, The Horns and a bunch of other weird things as well as being co-creator of the Fable series on XBox.

Moonring is a game for people who love '80s RPGs, and wish they played the way they remember them. As such, Moonring features a slick interface with automatic note-taking and mapping, along with many quality of life improvements.

The game is still very early, and the main quest doesn't exist quite yet... but it will. 

If you decide you want to play a part in this game's journey then I'm delighted to have you and would be interested to hear what would make this game better for you. I'm not adding lasers, Pokemon or FNAF fan creatures, though. That would be silly.

In the meantime, enjoy the ride, and feel free to introduce yourselves so I know who is playing!

- Dene

Thanks so much for the support! Yeah, I’m not at a computer for a couple of weeks and even then, I don’t have any experience with Linux! In the meantime, I hear that dragging the .love file out of the Mac app and dragging it to the love2D engine  executable gets it to work perfectly. Good luck and happy holidays!

Wanna try this? https://www.mediafire.com/file/7no7jwubf98jakr/Spellrazor.app.zip/file

Ooh. That's wacky. I'll look into this.

Thanks! Sorry to hear the news builds of Love aren't playing nice with Linux. Not quite sure what to do about it. That said, it should run with the latest Love2D (did so today) so you shouldn't need to use older versions, unless I'm missing something.

Thanks for the thorough reply. I'm comparing DR with Love2D (which I use almost exclusively these days) and shaders are about the only thing stopping me from jumping ship at this point. Many thanks again, and I look forward to seeing where this project goes in future!

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This looks awesome. The main 3 things I always worry about when picking up something new like this are:

- Can you draw to a texture?

- Is there any form of shader support?

- Any form of debugging available in any IDE? Does, say, VSCode play well with it?

Thanks for your time and all your efforts so far!

- Dene

Thanks so much!

Of course! I'm flattered that you've made the effort you have so far.

I watched you video again today, and I forgot how good you were at the whole 'narrating horror game live on video' thing. Well done. Keep it up.

Thanks so much for playing and making this! 
There's a new version coming out today with different combat, tons of bug-fixes, text edits and a re-balanced challenge level.

Thanks so much for doing this. You found a ton of bugs I'm in the middle of fixing!

Feel free! 

Thanks so much, again, for your kind words. The response of people who have played Spellrazor has been delightful... just really, really small! 

As for the roguelike folks, I think I've fallen foul of being nor roguelike enough: roguelike lovers seem to dislike anything with real-time anything. 

Thanks again, and I'll try and get around to Steaming Spellrazor when I've finished with my other 2 projects!

Thanks so much. Explanations ahoy!

1) Linux version is already there. You have it. It's the .love file inside the .app on this site. You'll need a slightly earlier version of Love2D though, but after that it works perfectly.

2) Steam: As you say, I got greenlit. But then I looked at:

a) How much work would be required to do all I wanted to do to it to make it a suitable Steam release.

b) How little interest this game seemed to generate when I released it for free.

...and suddenly  realized it was not really commercially viable. Shooters don't sell. Steam users are super-demanding . I wasn't sure it was worth the extra effort considering the overall lack of enthusiasm I was experiencing. 

As a result, I've been working on other stuff instead. I hope that answers some of this?

There's no 'sell all's but you can see how many you have and type 'sell 32 b'. That's a good idea, though. Good you're enjoying it. I'll see if I can do something about the adventure's pacing, too.

Currently on 'hold' while I finish off another project.

I'm also adding 'X-Raycutioner' to the silly 'build type' list. You can use X-ray to massively abuse several spells. Huge fun IMHO.

Why, yes. The console is kind of 50% of the game, in my view!

Python is lovely, and Eve Online proves your point already. I'd be using it if I thought it was portable enough to target all my (potential) platforms

As for your experiences with TDDs... would you do them for yourself, with your Python code? If you think it scales to such small teams (1!), do you have suggestions for how to get into the right mindframe? Any resources you'd suggest reading?

I update the itch webpage every time there's a new version, and change the version number. If your current version is different (as shown bottom left when on the game's start screen), you need a new one.

Also, if I change the filename itself, I lose all download metrics!


If you subscribe to the game on itch, you should find you get bothered with a mail when there's a new version.


Hope that all helps

Hiyo,

I've had one potential solution for this requirement in the back of my mind. What I *could* do is externalize a data file which is read in, and allows players to map keys in a table: e.g. {{"A","Z"}, {"B","C"}, {"D", "F"}} etc. This would remain the same between games, and live next to the save file. It would probably utterly break the game if created incorrectly, though, but deleting the file would fix any issues.

I'm not keen to add this as a UI feature in game as it flies in the face of the whole thing. Having Arrow showing up as 'A' but activated by 'Z'? Sounds like a disaster - it's hard enough to get people to leave their comfort zone of their 5 fave spells as it is (Have you tried being a FlyKisser? Or a ShuffleMage? Both are kind of awesomely fun ways to semi-break the game).

Sound like it might do the job? I can offer an alternative super-hacky method if you're up to editing code and just want to see if it's worth it. PM me from the Fluttermind website and I'll go into the grubby details.

In my case it's simply because I'm writing this entirely by my self, and I'm trying to get as much stuff in/fix things as quickly as possible which inevitably leads to errors. In addition, in my many years as a professional dev, I've never seen anyone work to a TDD - they were all the rage in 1998, and swiftly abandoned by EA and Microsoft thereafter. This is partially because - unlike most other software - the actual design of game systems changes rapidly. This is exacerbated as teams get smaller, resulting in a large line-of-code-per-coder ratio; basically, the fewer people you have, the more impact any one person tends to have (by necessity). Since there's less need for communication between a team of, say, 'one' many things are simply held in the mind of the coder, and you'd easily double the length of development writing and re-writing TDDs, and the 'try it and see' prototyping methodology would fail as speed gave way to doubt.

Large projects with very few inputs and outputs in a non-realtime system (say payroll, where I worked as a coder, briefly, at IBM) the expected outputs on any inputs are 100% known. Writing software to spot deltas between expectation and actual results is relatively trivial. Games are a lot more complex, with a lot of chaotic interaction, and it would often take longer to write test cases than it would to 'try the feature out' and get errors.

In the particular case you mention, I *could* have isolated inputs and outputs, and written a test script to ensure this was occurring. But that only makes sense after the fact, once the problem is perceived. For this to be effective as a general strategy, I'd have to write code covering every input and output in the game, under every random level generation, with every variation of key-press pattern. This is simply not tenable, and almost certainly the reason most AAA teams do nothing of the kind outside of a couple of locked down, easy to test areas. At most, they'll write a 'bot' to complete the game and ensure they've not completely ruined it with the latest fix.

This is the case for most AAA games, and why test-teams are the usual method of weeding out this kind of thing. Since Spellrazor is a free game, creating additional costs for testing would be inadvisable at this stage. As a result, I'm using you kind folks as guinea pigs.

I hope you don't mind too much. :-)

As ever, thanks for this. It's lovely, and makes me wish I sucked less at ASCII art.

Not so amusingly, I realized today I had misspelled 'intemperance'. Can't fix without wiping people's save files. Doh!

And here I was, trying to be funny... (sigh) :-)

Okay - spent this morning chasing this. Got to level 12 and nothing bad happened. Admittedly, I didn't get the 'perfect' timing you speak of, so I can't guarantee there's no hang, but seeing as I've been playing since 10am, it can't be too common. I'll keep an eye out though. Thanks for your help, as ever.

Thanks. Will look into this. That's the problem with fixing bugs - sometimes new ones creep in.

This is more than awesome. You can't imagine how lovely it is to hear the clack of the controller and the tick of the buttons while this is being played. Thanks so much.