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luksamuk

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A member registered May 22, 2017 · View creator page →

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Thanks for the feedback! Hope you enjoyed the game.

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Sorry, not really. Mainly because this is not a game problem, this is an emulator problem -- the PlayStation emulator that is bundled with PSP. There is really nothing I could do, I'd literally have to rewrite the entire game from scratch using the "wrong tools".

Hi! Yes, it won't work on PSP, and I couldn't get it to work as well.

The reason for that is that most games from the PS1 era used an SDK that was full of bad practices when it comes to writing to memory-mapped structures. The SDK I'm using does most of it as it should be, but old emulators don't implement the accurate memory mapping features in the right way (mostly because it was not necessary). So PSP's emulator, which is very old, cannot run this game.

You'll get similar bugs when running this game on any version of ePSXe or older versions of PCSX-ReARMed: music and sound effects simply won't play.

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Hey there! Thanks for the input on this. I will try to give you some solutions, but feel free to give me more information so I can properly help you. For example, DuckStation version, console model, burning method and what program did you use for that... All of this is very important.

So, since DuckStation does not work with the .bin/.cue files, what happens when you look at BGM TEST on the Level Select? If it says 00:0D, the tracks are being recognized as they should, but if by any reason there is not a 0D or there is a different hexadecimal number at the end, the tracks are not recognized at all... if this happens, make sure that 1) the .cue and .bin files are on the same directory; 2) that they have the same name; 3) if you have renamed them, the .cue file's contents reflect the new .bin file name as well. Also make sure you are loading the game from the .cue sheet directly and not from the .bin file.

As for burning the project onto a disc... what is the model of your console, and what method did you use? I remember that I once used tools like Brasero which only support burning directly the .bin file, and that might mess up the track table on the CD, since there would be no track information. I would also recommend taking a look at the guide linked on Install Instructions as well; I only use CDRDAO to burn discs because it is the recommended method.

EDIT: Did you notice if sound effects play normally as well?

Hey there, thanks for your feedback and thanks for enjoying the demo!

I'm glad you noticed how this game relates to Sonic Worlds Level Collab, because I was actually one of the creators of that fangame! (I used to be known as LHTheHedgehog back then.)

Amazing Ocean Zone is an attempt at porting the original level from SWLC, though still highly unfinished because the engine still needs a few tweaks, while Surely Wood Zone is a sort of homage for Kessler12's Wild Wood Zone.

Wow! Thank you for playing! I hope you enjoyed it.

Hmmm, that's interesting and odd at the same time. Could be the case. It appears like incorrect texture mapping, since the text is drawn using a technique similar to the level itself.

Out of curiosity, what happens when with the text when you enable debug mode on level select? Specifically, the text within the upper semitransparent square up there:


If you're having trouble, take at look at the releases on GitHub, there's a mirror there.

Thank you for playing the game! Hope you had fun.

Wow, that is FANTASTIC! Thank you so much for playing and testing this with PSIO!

Hey, you don't -- it is not a Windows executable, but a PlayStation one. Don't extract the files from the CHD, just use the entire CHD file on a PlayStation 1 emulator.

It looks like it could've been an engine test for a third-person shooter.

Ran it flawlessly on my Linux box. Great game! Has a lot of potential. I really hope to see more versions of it.

I like CLI games like this a lot, so sad you couldn't finish it. Nice thing you got there.

I'm very interested on the whole Lisp-to-WASM thing you did there, awesome job.

Your attention to the details is also very clear; the graphics are simple, but that's what you meant to do, and the game also looks beautiful. Good work.

I am astonished by the fact that your game has so little in terms of visuals, but is so addictive. I see that it is inspired by a PSP game, but it really catched me. I'm totally playing it more than once.

A fun little game. The patience meter made me laugh a bit, lol.

Interesting idea, definitely one of those hard-but-possible-to-beat games. I'd pay a good price for a more polished version of this!

Works very well for what it promises! Awesome work.

I feel like, if it hadn't been rushed, you could have added more stuff, like some graphics, to it. I think part of my concentration was being taken by the white background somehow. I hope you revisit this prototype someday.

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I managed to run it flawlessly on Void Linux, however it requires `libsndio.so.6.1`, which I think should be included with the c-deps. I created a symlink of `libsndio.so.7.0` from my system at `/usr/lib/libsndio.so.6.1` and it worked, even though I'm sure it's not a safe solution.

Great Bomberman clone, though! I still was a bit bothered by the collision and the seemingly free movement of the characters (i think they should move from tile to tile, at constant units, instead), but the graphics, solid gameplay and music more than make up for it.

Awesome game! Very good. Had a ton of fun playing it!

Just two quick things: I can hold S to keep slamming/ducking all the time, and the hold spacebar to jump; when I release spacebar, I go almost instantly to the ground. I don't know it it was on purpose, but maybe that breaks the game? :P

Dang it, I thought I wouldn't face this kind of issue...

I'll just disable the download for the Windows build for now, then.