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hiina

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A member registered Mar 08, 2020 · View creator page →

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The 4.5 release candidate came out a couple days ago: https://godotengine.org/article/release-candidate-godot-4-5-rc-1/

Anyone know if there are any issues with VR support or XR-tools support? While I doubt I'll need any of the new features in 4.5, seems like a good a time as any to try out the bleeding edge.

Thanks for playing! I'll once again point to the original inspiration if you want more of the same (in 2d) https://en.wikipedia.org/wiki/Auditorium_%28video_game%29 . 

Thanks for playing! If you want more I definitely recommend the game I took heavy inspiration from https://en.wikipedia.org/wiki/Auditorium_%28video_game%29 . the flash game is dead sadly (even if emulated in ruffle, it seems to be broken), but I think the steam version still works.

Thanks for playing! I took, uh, heavy inspiration from the original https://en.wikipedia.org/wiki/Auditorium_%28video_game%29 . I definitely recommend it if you want more of the same (in 2d).

A more "desk size" world scale by default for the puzzles definitely would be better than the scale it is currently; When I was playtesting I'd always scale out until it was that size anyway; plus it'd avoid needing artificial movement entirely to those with enough room.

Nice concept. I also had a little trouble getting things to go in the pot. The pure force grab mechanic is nice for avoiding needing any movement, though I'd personally prefer more physical grabbing and stirring and stuff in a VR potion game.


Aside: I almost missed this one since your Windows download was marked in itch as windows-compatible, you should change that on your game page.

Cool mechanic and good aesthetic. I also found it really tricky; could just be a skill issue though.

Cool aesthetic with the quantized color and nearest neighbor texture filtering. I also found the interactions a bit clunky, but the core spell casting gesture system makes sense (a la arx fatalis). 

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Unfortunately the EnchantedGalleryTextureFixWindows.zip still fails to load on my machine (steamvr/windows 11). I do still hear the music playing but the game never submits any frames.

Cool idea, and nice particle system!

A few years ago, a friend of mine actually found that controllers on your chest are even sensitive enough to pick up your heartbeat, with a bit of signal processing. He implemented in vrchat: https://vrchat.com/home/launch?worldId=wrld_cbae992f-b394-4677-a115-f3670051f785

Nice simple tower defense. I also struggled with the page flip on index; it seems like you're supposed to poke it instead of trigger.

Nice take on broom riding! I am thankfully immune to sim sickness, so I blasted around on the fastest stick for a while with no issue (well, besides having very little control). Nice music changes too. Could definitely extend this into a full game, either like a multiplayer kart racing style, or a single player adventure.

I crashed into a house door at the very end, which also crashed the game. Just as planned, I'm sure.

Nice! Good physical mechanic, both punching and blocking. The punch detection was a little easy to cheese with waggling as is, but still satisfying to whip up a big gout of flame. Decent visuals, though it seemed oddly dark (filmic tonemapping?) on windows/bigscreen beyond.

Interesting mechanic. I played with index controllers so I might not of got the whole experience, but it still works pretty well once you get the hang of it.

Nice job. Simple but fairly polished take on the genre. The final press at the end seemed buggy (on windows/index controllers). My reflex was to grab the handle and pull it down but it seemed to instead respond to a trigger press, with the visual just twitching slightly. 

Awesome, I liked it a lot. Could certainly use some more cues to get the singing right (timing/pitch), but even entirely freeform like it is now, I enjoyed just live looping with myself. Playing all the voices at full volume does clip a lot unfortunately; adding some compression might help. Really nice set dressing overall.

Awesome, I liked it a lot. Could certainly use some more cues to get the singing right (timing/pitch), but even entirely freeform like it is now, I enjoyed just live looping with myself. Playing all the voices at full volume does clip a lot unfortunately; adding some compression might help. Really nice set dressing overall.

Cool! Very nice visuals and aesthetic, especially the boss fight. I don't know how it fits the theme of the jam exactly but I like it. The VR hand bullet hell genre is good, though I'd prefer faster bullets/less bullet sponge enemies. I like the music too. The bullet shoot sound got a little grating though.

I like the concept. Simple physical interactions like working the pump are satisfying in VR.

Nice collection of minigames. Felt sort of like a warioware. The default highlight shader on pickup unfortunately hid some gameplay relevant visuals. I would've liked if the distant pickup was more visceral than just floating towards you, e.g. the physics of Alyx gravity gloves; I think that'd sell the "enchanting" a bit better. Still good job overall.

https://forum.godotengine.org/t/more-efficient-gpuparticles3d-collision-detectio... has the high level approach (the game code expands on it a bit, but it's essentially the same). I did spend a lot of time thinking of ways to get the data off the GPU efficiently, and even poked through the godot source a bit. I think it'd be ideal if you could read out the internal particle system storage buffer into a compute shader rather than abusing the fixed function pipeline, but I have done very little compute shader programming so I dunno if practically it's any faster than e.g. the alpha blending in fixed pipeline which the game uses. If anyone who knows godot internals and gpu programming better than I do is reading this, I hope my naive approach inspires you to post something better :^)

Thanks for playing. Sorry you got motion sick. I had hoped the world grab movement was actually better than most forms of artificial movement (it's used in e.g. OpenBrush/TiltBrush for that reason), but I think it might require some more "grounding" in the scene. That and the XR-Tools implementation of world grab is a bit janky; I had to add a low-pass to the scaling part of it or it'd oscillate horribly.

Thanks for playing! Hmm, maybe I should've increased the resolution on the GPUParticlesCollisionSDF3D. The scenes in the project have the manipulators in the final positions for my intended solution, but also I didn't have time to do a lot of searching for alternate solutions.

For detection, I did something similar to the cameras: I used a special shader to draw a copy of the particles in a separate SubViewport, which passed in bounding boxes to my targets as uniforms and just checked the position of every particle against them, outputting a pixel to the buffer if they collide. You can see the shader in the source for details. I also asked about it on https://forum.godotengine.org/t/more-efficient-gpuparticles3d-collision-detectio... hoping somebody would get sniped into thinking up a better solution, but didn't get any bites.

Cool concept with real jumping, and having in-game calibration was nice. Would be interesting to add more platformer gamey things like the waving your arms to double jump; wall sliding, charge jumping, dashing, etc.

Simple but nice. the teleport angle also seemed a little broken for me but worked well enough to find everything. I do like camera games in VR; like guns but nonviolent.

Nice doggo, haptics on the petting nice touch too. I couldn't get him to jump; guess I need more training.

Nice drum. The reverb and spatialization is always good in VR. The raycast lasers appearing while playing is a bit distracting; could move the menu somewhere else or tie it to a button.

Interesting concept; 3rded that I couldn't figure out the first scene without instructions. Clever mechanic for sort of synchronizing breathing. One interesting thought I had in the same direction (VR meditation trainer) is that tracking is sensitive enough you can pick up breathing and even heartbeats just from the head and controller pose data; so in theory you could have the user put a controller on their chest/diaphragm, and do the right signal processing magic to get the data out.

Interesting pretty fully worked flower shop sim; has the full loop in there. Unfortunately on PCVR index controllers the grip threshold seemed broken; it was extremely easy to drop stuff on the ground and annoying to pick back up.

Nice dome and environment. It ran okay on PCVR; but certainly those shadows are expensive; could bake them if you're okay with a fixed sun. I wish the happy flowers counter UI wasn't stuck to the headset; a wrist UI or at least a smooth following the head would be better I think.

Hmm, I couldn't get the throwing to work well on PCVR index controllers; the ball just pops out roughly normal palm of your hand when you let go of the grip at a set speed, rather taking into account your hand movement. Nice environment and music though.

I like that you can actually use the reel. cranking things is really satisfying in VR, even if a little janky.

Funny sound effects like others say. I like the idea of fast arcadey fishing with lots of visual feedback.

Seconding the really nice haptic feedback for dialing things in. Pretty hard to actually find the constellations visually though; I think the magnitude scale is too compressed; either dimmer stars should be smaller/dimmer, or brighter stars even brighter/larger. Holding up the cards to match was physically difficult for me (shoulder issues); would be nice to have a raycast from head or hand option too.

I do like VR games you can play while reclined. Nice implementation of the concept. The audio set dressing and shooting stars adds a lot to it too.

Very nice. God's eye view is underutilized in VR. I would like to see the "grab the world" style movement (in e.g. townsmen VR or brass tactics), but this works well enough as is.

I like the blobby toon water shader a lot.

Nice concept and set dressing. A deeper clay sculpting simulation would be pretty satisfying in VR I bet, especially with finger tracking; a lot less messy than the real thing. It's a shame the 2018-era explosion of VR sculpting program has cooled off.

I like the cat-size world scale. The physics seemed a little buggy; as I slowly moved my way over to some things I got tossed into the air instead of the object. Good concept though; I think with enough object density (katamari damacy-level) it could be quite fun.

comfy environment, if a little spooky (not sure if intentional). I like how well the xr-tools holsters and pickups work out of the box. The gameplay reminds me of the hours I've spent planting stuff in the Valheim VR mod; it works similarly, with some other mechanics (can't plant things too close together).

Nice aesthetic. I also couldn't get the jogging in place working reliably on PCVR; it seems you have to hold the joystick forward and also move your head around? Good concept though. Little planets compresses space nicely in a way that could make armswinging movement or redirected walking compelling.