Thanks! The physic grew quite organically from out initial idea into this; it was a fun dev project.
esklarski
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Your completely correct, and that's at the top of my list for improvements. The lack of a charging/firing indicator makes Cathy very sneaky.
The physics system grew quite organically into it's current form. As we did early testing it became apparent adjusting the mass of objects was all we needed to do to tune things. Their mass is essentially their hit points, I thought about making "health" indicators but time did not allow.
Cathy simply weighs more than everything else, but, but she can be worn down. I'd guess it takes about $10,000 to do it.
Slightly confusing, but fun once I realized. I got all the ducks killed and was all "good job me! just to get the roast turkey failure 🤦🏻 I did do better the next time though.
Very creative concept with the role reversal, the launch vector is a good mechanic. Giving more direct control of the ducks in flight would be nice. I'd like to be able to nudge the ducks: maybe a click to the right scares it to the left sorta thing?
The chromatic aberration effect hurt my eyes. I'd suggest turning down a bit maybe?
Thanks for the fun and unique experience.
The selection and activation of cards felt confusing. I spent a lot of time failing because I mostly had to remember a sequence of numbers and that messes with my brain 😅
I think I'd prefer if the abilities had more consistent key bindings (ie zero gravity is always 4 (or something) ) and you gained charges for the abilities instead of them being placed in the first empty slot. My suggestion at least.
But all in all I really enjoyed this game; the mechanics feel polished and the level design makes great use of the abilities you've created. Great work!
Great twist for a classic game.
I think the shockwave to fight the darkness needs more development as I could just spam it without consequence. I feel an exploration mechanic where the darkness is removed as you explore would work well; the shockwave cooldown would limit progression speed and make the use of more strategic.
Wow, that's a rather clever use of Godot. Bravo. I'm going to have to ponder the uses and read the docs.
Just learning Godot myself, but I would echo the open source sentiment. For something like this to become relied upon, people need to be able to look under the hood... so to speak. There is a reason most of the internet runs on Linux.
But I can also understand waiting until the proper point in development to do so.
That led to a solution if not clarity, thanks!
You can check the log here: https://pastebin.com/ygxFfheW
It seems it is related to X11<->Wayland weirdness, with a: GLib-GObject-WARNING **: 23:37:19.071: invalid cast from 'GdkWaylandDisplay' to 'GdkX11Display'
A quick search turned up a the same solution as wunderseltsam mentioned above; instead of running the file from the file browser, if 1BitDragon is launched with the following command the save/load works as expected under a Wayland session.
Use as mentioned above:
$ GDK_BACKEND=x11 ./1BITDRAGON.x86_64
I see this is a rather old thread, but I just found the same crash issue using Feodra 36. Logging into an x11 session fixed the issue, meaning the problem is a wayland/xwayland issue.
While not technically supported, Feodra is more or less the same as CentOS and uses the Gnome desktop. Heck I can even install CentOS packages, so I'm unwilling to blame Fedora for this issue. Is there any log I could provide to help diagnose the issue? Other Unity games and projects run fine under Wayland, but no others I've used have tried to save something to disk.
Cats, Asteroids, and Orbital Mechanics!
Inspired by the classic Asteroids gameplay, Pawsome Space Barge is a fresh take on asteroid field mayhem. Join your sister to prove your mettle, delivering cargo barges through the asteroid belts of the planet Caturn. Maneuver the barge via realistic orbital mechanics, clear asteroids from it's path using experimental shield technology, and fend off enemies determined to interrupt your coffee break.
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Though not strictly a new release, the recently uploaded version (1.2) brings an exciting change: far smoother WebGL gameplay!
Though available from release, the WebGL build was plagued by a few small but consequential issues that caused a rather janky play experience. Now with a dramatically reduced triangle draw count, and a major physics bottleneck resolved I am willing to deem this game playable in browser! It runs almost as well as the platform builds available for Windows, Mac, and Linux which have also benefited via reduced system resource requirements.










