this is amazing
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I’d considered it but I don’t really use the mouse much in the first place. I generally use a trackball (CST Laser) for big motions that I can’t do with keyboard shortcuts, and a Wacom tablet for anything that requires precision. And my ergonomic setup wouldn’t really accommodate a foot mouse either.
Ah, good to know! That probably makes the normal gameplay easier too. :) I managed to get her out of The Pong's well by jumping up on top of The Pong and then continuously jumping until they were high enough to get out. (Or just waiting for the match to end.)
This is incredibly cute! The gameplay is pretty lopsided though, since Olivia has difficulty with the spaces between the platforms, and also it's possible for her to jump over into The Pong's area and if that happens it's kind of hard for her to get back out (not impossible though). Is there something that happens if you manage to win?
ah okay. I’ll have to look into that one.
Vuforia is bundled in with unity now and I think they’re tolerant of folks releasing side load APKs without paying the $500, especially for silly freebies like this. But alternatives are good to know about!
Back when I was a graduate student my field of study was on spatial partitioning and visibility determination. I developed a data structure that made for pretty efficient querying of large sets of objects (using AABBs clustered with a fairly simple heuristic). I'm thinking that for this jam it might be worth revisiting that research and reimplementing it in a modernized way, probably with implementations in C++ and Lua. Would anyone be interested in such a thing?
Yep, that’s definitely in my plans! Actually most of that is coded up, it’s just that I never got a chance to implement item spawning so it’s just a pile of random (good) food at the beginning. :)
I can't get this to work, on a Mac running High Sierra. I don't have any specific firewall stuff enabled, but 'launch browser' does nothing and if I try manually connecting to localhost:9622 I get 'connection refused.'
Yeah, that would probably work.
Also, weird to see people still making games in Flash in the year 2018. :) But then again, someone else in the jam made an Atari 2600 ROM... (but then again, the Atari 2600 ROM was easier to get running!)
I would assume that any platform supported by itch would be fine, including Windows, Mac, Linux, Android, or "play in browser." In my experience a lot of people prefer "play in browser" games so if you're using Unity or the like you should probably plan on exporting to WebGL. Really it's a good idea to support as many platforms as you can!
Safari on macOS isn't letting me play it either. Any chance you could mark the game downloadable for all platforms so we can download it in the itch app? (weird that the itch app also isn't letting it work...)
It does work in Firefox though.
Yeah, I had similar problems with it. The whole "adding to wagon" thing was really weird and it wasn't clear to me what would cause me to not have to kill my wrists through manual clicking anymore.
Haha, thanks! It's really just a combination of a bunch of old demoscene techniques, applied using shaders. (Also there's refractions!)
My actual plan for the game is that there would only be a few items on the table at a time and they would spawn slowly (like Magikarp Jump), and different drag interactions would cause the slime to react in different ways. And also a bit of a dialog tree. I hope to get to all that stuff eventually.
100% agreement. I'd also love to see more design methodologies that don't involve aggravating use of fiddly mouse-driven UIs. Kill Twine, death to UE4 Blueprints, the Unity editor is not very good, etc.etc..
But it's not doing what quarantine normally does; quarantine says that the app cannot be opened because it was an unidentified developer, and you can work around that by ctrl-clicking the package and selecting "open." This was a completely different error message, about the app being damaged.
The really weird thing is that when I download it through the app vs the web and do a byte-for-byte comparison between the resulting .app bundles, though, it finds no differences.
Okay, thanks for the more detailed response. Mouse control and basic settings are already on the table for the greater project; the others do not actually fit in with what I'm going for here, but thank you for your feedback.