Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Exanite

36
Posts
13
Followers
22
Following
A member registered Oct 06, 2018 · View creator page →

Creator of

Recent community posts

(2 edits)

Oh interesting. Was this with the v1.0.1 build or the v1.0.0 build?

I think I saw your comment before I uploaded the update so I’m guessing this was the original version I uploaded. From what I know, this shouldn’t have worked since my engine was enabling a Vulkan feature that wasn’t supported by AMD cards. That being said, maybe the reports I’m looking at are outdated.


If you’re curious:
Windows: https://vulkan.gpuinfo.org/displayreport.php?id=41236
Linux: https://vulkan.gpuinfo.org/displayreport.php?id=37130

Under Features -> Core 1.2 -> vulkanMemoryModelAvailabilityVisibilityChains is the unsupported feature in question. This has been false for all of the reports I’ve checked. You can check for your card by downloading Vulkan Hardware Capability Viewer program from the site.

(1 edit)

Oh wow, 2700 fps is way higher than I was expecting. I’m getting around 500 locally with the Linux build and an RTX 3060 TI. I’ll limit the framerate or add a toggle in the future.

Also, good to know that there are some graphical artifacts. I’ll have to look into them when I get the opportunity.

Ayy, awesome! I’m glad you were able to get it to work.

Just for reference, what graphics card were you using? I’m especially interested in AMD since it’s the company whose graphics card I have not tested my engine on.

Can you try running it from the command line? That will let you see the logs that the game outputs.

Alternatively, the game also saves the logs to %appdata%/../Local/Exanite on Windows. The full path would look something like: C:/Users/USERNAMEHERE/Appdata/Local/Exanite

I can take a look at the logs if you send them to me on Discord (Exanite is my Discord name, but in the DevLUp servers I go by William).

image.png

image.png

During the jam kickoff on Friday (which will be both in-person and online on Discord), we’ll open a form so everyone at the kickoff can vote on the themes that they want. The most voted theme will be chosen.

If you haven’t joined the Discord yet, I highly recommend doing so! Here’s the link: https://discord.gg/sUhpHW4pzC

7 forks and spoons on 7 blue roofs, I think I misplaced one nearby on a hill.

87c9391606060e0026e402ed0eabde0c1d0f62726d79627814cf7be229e433b4fa938fcea6503f5bc3dfd92918cf50fdbe0ccff1fcafd949a5fa938ebe4d089fe227bec9eaaab383eae2c6703fb7d72ec9c9fc6f93c16fc5101efb99de4a4d4d7e064b4f2289f9dc2a4e4fab4ea93038fcdf3c000afde27d

We didn’t have time to fill in the form because we submitted too late 😅

Us!

Thanks for your feedback!

I have fixed these issues in the game, and I’m waiting for the game jam to be over so I can release an update.

Bullets don't go towards your cursor, might want to see how the math is being done with the rotations. Otherwise really cool game.

Interesting game, but doesn't to have an ending or a real objective.

I have commented

Interesting concept. One thing that would be nice to be fixed is the buggy camera and motion blur.

(1 edit)

The activate on release mechanic felt strange, but is easy enough to mitigate. Having more than one box active is pretty much impossible to play however. Really original game mechanic.

Really fast paced and fun to play. Nice music and sound effects as well!

Hmm, interesting suggestion for bullet knockback.

Really simple to understand and play!

Great music, graphics, and gameplay. Only problem is that if you run out of dashes, its impossible to recover.

Probably the most innovative of all games here.

Pretty slow at the start. If it was sped up more, the game probably will be a lot more interesting.

Hitting the obstacles are more related to chance than skill. Annoying thumping sound in background. Cool particle system. Graphics are pretty stylish.

https://github.com/7ark/Rift/issues

(2 edits)

For a better movement system, I would use a target vector2/3 and a current vector2/3 for movement. The current vector2/3 sets the rb velocity and the current vector is lerped by the target vector with a smoothing of 10ish * deltaTime, thats how I made my movement in scorched polys and it feels really nice

All my comments for entries are at https://pastebin.com/6YDRHKAW

All my comments for entries are at https://pastebin.com/6YDRHKAW

All my comments for entries are at https://pastebin.com/6YDRHKAW

All my comments for entries are at https://pastebin.com/6YDRHKAW

All my comments for entries are at https://pastebin.com/6YDRHKAW

All my comments for entries are at https://pastebin.com/6YDRHKAW

All my comments for entries are at https://pastebin.com/6YDRHKAW

All my comments for entries are at https://pastebin.com/6YDRHKAW

(1 edit)

Pretty cool

Edit: No way to see highscore 0/5 :P