That’s excellent to hear!
Also, thanks for the offer, very nice of you :)
I don’t really have a main project at the moment :) this one I haven’t touched for a couple weeks now, but I’m hoping to pick it up as soon as I have enough free time and inspiration to do so (both are a bit low at the moment).
Thanks for the specs, that’s a very beefy machine so it doesn’t look great that CPU usage is apparently that high. Although I think as long as the game’s running smooth, it’s not too concerning. I don’t have an Apple Silicon Mac to test/reproduce the situation, but the fact the GPU is at 0% (in some cases Construct’s gpuutilisation system expression can also report “NaN” instead of 0%) is a bit weird.
Another issue I know about that I haven’t fixed is framerate dependency. I just pushed a new build (19) which has the new “fixed FPS” project setting (and FPS is locked to 60), which should be a feasible workaround for that.
I also added some info in the top left about the renderer (webgl/webgpu, etc); I’d love to know what it says on your Mac. On my iPad with Safari it says webl2 | Apple GPU, GPU usage is “NaN” the whole time and CPU usage rarely goes above 25%.
Hey Slavy! Thanks for the feedback :) I used some example projects by R0J0hound as a starting point, he was the one who implemented all the math/physics wizardry, I merely refactored his code and added some features on top of it (I just updated the project’s description with this info). Everything is in events, there are no custom behaviours or JS code in the original project, nor in my version.
Can you share some info about your hardware (CPU & GPU) and what browser you used? I’m pretty sure there’s room for improvement in the performance department, I’m less sure if I’m capable of massively improving it though :D
A very nice tool, thanks for making & sharing it! The only functionality missing for me is “collecting” (copying) all sound files referenced in a set to a directory. To my ethernal shame, I asked ChatGPT to write me a Windows batch file that does this (I really hate writing Windows batch files). Now I can just run slamy-collect.bat MySet.slaset and I get a neat collection with the sound files.
If anyone needs it: https://gist.github.com/fodi/8100758aac4a140ca53b2b159596cb6a
Thanks! :) I was pretty happy to pull this off in 5 hours (while yapping), but I’m a bit more proud of the updated version :)
I added some more features and finally hit the 50 event limit of the free version of Construct 3! :) Check out the devlog for details: https://fodi.itch.io/free-version-survivors/devlog
Interesting, thanks for the info! The artist who made the non-Kenney assets for the game uses Brave as a daily driver, played the game quite a few times in it and haven’t reported any issues, although he used it on Windows 10. There’s a good chance you got some weird edge case (either specific to your device, or just the Ubuntu + Brave combination); I’ll keep this in mind.
Hey, thanks for playing & the feedback too! An “auto aiming” weapon has been on my todo list for a while, so good shout on that one :) I’ll try to add it soon.
Look for brown chests spawning around you: 3 of them spawn when the “Need some healin’?” wave starts, then 5 more at the “Incoming healing crates…” wave, after that they sometimes spawn along with enemies. You have to destroy the crate to get the health drop.
I couldn’t reproduce the health upgrade / healing glitch, but I’ll keep a lookout for it (although maybe it’s possible you picked up a health drop right before or after the upgrade and that caused the healing?)
Keyboard movement (with WASD or the arrow keys) should work, can you tell me what device / OS / browser you used? Maybe there’s a platform specific issue I can go after.
Thanks again for taking the time to play & comment! :)
Intriguing project, thanks for making & sharing it! Can you elaborate a bit on what are the advantages of using this instead of the default Windows / macOS exporters in Construct 3? Because Scirra recently moved away from NW.JS and the current exporters all use “slim” runtimes (WebView2 on Windows and WKWebView on macOS).
Cheers! :) we just pushed an update (build 63): https://fodi.itch.io/free-version-survivors/devlog/1097107/build-63-armor-variable-enemy-density
Egyszerű mechanika, de emiatt teljesen intuitív is a játék; tök jó a fokozatos nehezedés. Alighanem sikerült ráfutnom valami easter egg-re, de nem tudnám megmondani, hogy hogyan :D
A UI is tök jó, egyedül talán a nyíl képernyőgombok elhelyezésén módosítanék picit, hogy iránytű-szerű legyen. Vagy lehetne touch-drag irányítás is persze ;)
Főleg mikor a tegnapi talin kipróbáltuk egy nem túl combos projektoron, akkor tűnt fel igazán, hogy elég alacsony a háttérszín és a falak kontrasztja, kicsit nehéz kivenni - ezen érdemes lehet még módosítani.
Köszi, hogy részt vettél a jam-en, reméljük jó élmény volt! 🎉
As a huge fan of Dragonsweeper I absolutely love this. Thank you for making it and sharing it for free (with the added bonus of no data collection / network requirement for the Android version, noice!).
The only thing that could improve this game for me is if you added support for auto saving & resuming the current run. Roguelike purists might disagree, but I think it would be a great UX improvement especially on mobile if there’s no pressure to finish a level in one sitting.
No third party stuff, just some window.addEventListener(“message”) based light JavaScript inlined in the event sheets. I uploaded the c3p if you want to take a look, but beware, it’s not in the best state :)
Also, running the project in a preview seems to break it, so at the moment the only option is to make a modification, export the HTML5 version and run it on a local server (I use “npx http-server”) or deploy it online.
I’m pretty sure that grabbing only the audio stream from a YouTube video (especially without a subscription) is a bit of a grey area at least (or it might break ToS, not sure). YT-DLP does it, NewPipe on Android does it (it allows video/audio downloads, playing with locked screen, etc), but I’m not aware of a solution that does it in a browser with purely client side JS. Then again, if you’re making an Android app, there’s probably a way to hack together a Cordova plugin that grabs the audio stream and passes the URL to the JS runtime. NewPipe is open source, so you can probably check out how it does it.
Took me a couple tries, but I managed to beat the current version (here’s my end screen).
I like the uncomplicated fighting mechanics and that there’s no RNG involved (if I’m not mistaken), so the player is in total control and the game is deterministic. Maybe an online leaderboard or a “maximum score” on the end screen (like in Dragonsweeper) would be a good fit for this sort of mechanic, so players have an extra incentive to replay and optimize their runs.
One additional suggestion: it’d be great to see the player’s max HP, so it’s clear that they can’t go above 10.
Congrats Captain Onosa, this was fun!
Very cool, thanks for making this and sharing it! As someone who grew up with a Commodore 64 and ended up as a Construct hobby dev, I love this.
That said, I’d like to remind everyone that the underlying TTS synth is not open source. More info: https://github.com/discordier/sam?tab=readme-ov-file#license