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Lunarilyn

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A member registered Jun 10, 2020 · View creator page →

Recent community posts

Hi! I've found an issue regarding creating the first universe in the DR window. It behaves differently depending on whether you start without an universe loaded (i.e. you do it from the "start with x DR" option via the main menu) or it occurs at some points while there is an universe loaded. However, I can't seem to find a perfect reproduction with a loaded universe other than to load any save, exit, and use the "start with x DR" option. I think it very rarely occured to me in older versions. It could be because I exited the game in between dimension resets?

Normally, the game automatically generates an universe if Dimensional Power is below level 5 and that works just fine. However, once Dimensional Power is level 5 or above and the player clicks on the "Generate starting universe" button, the probe UI doesn't function in one or two ways, depending on the situation:

  • Without a loaded universe, the button doesn't do anything.
  • With a loaded universe, it tells me I don't have any triangulum probes available.

It's still an awesome game, and thanks for putting a link to the wiki in the game! I'm excited to give modding this game a go sometime.

(1 edit)

(Build 34) Attempting to draw a new palette (happens when mousing over ModPal1) causes the game to crash with an error.

Tested with the starter pack mod for Lia (Lia_Thigh8673/app_LunaThigh8673). It does display on the correct character.

___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object par_human:
Trying to draw non-existing sprite.
at gml_Script_scr_humanoid_bone_draw
############################################################################################
gml_Script_scr_humanoid_bone_draw (line -1)
gml_Object_par_human_Draw_0
gml_Object_obj_girl_Draw_0 (line -1)
gml_Script_scr_draw_humans (line -1)
gml_Script_scr_loop_draw
gml_Object_sys_game_Draw_0

You should start with buying 5 mineral extractors (until you run out of energy) before you unlock power plants. After that, if you have 8 mineral extractors and 8 power plants, you'll unlock a few more helpful buildings.

I haven't worded it as well as I should have - sorry about that.

How about making it a prompt, just like the one asking you whether you'd like to play with/without the tutorial at the start of a new game?

(1 edit)

Sounds like a good idea! Would it be too much to make a separate mode (like the option with whether you'd like to play the story or play the incremental mode) where you can construct new or additional ships via the shipyard (like in the previous games)?

You could possibly gate the ship designs behind unlocking them normally, where it rewards you with the possibility to build it instead of giving you the ship immediately.

A means to balance this ingame could just be to leave the stat multiplier upgrade path out from the shipyard (from the previous games) and replacing it with something like building speed or a way to store ships from your team?

(on a more helpful note; like in HX1, the inventory slots fit outside the window at more than 90 slots. Is it possible to hardcap that like ship dodge/ship crit rate?)

After a (rather long) test drive (until right after the first probe), I can say I'm very impressed with this sequel! Back in the Flash games I've played the two prequels for longer than I'd like to admit. I'll definitely be buying this on Steam when it releases there.

I do like how materials from mining play a much bigger role in progression. 

It may be my HX2 fixation speaking, but I wished that building ships was more like building rovers. I don't feel as much of a connection when the ships are practically given to me.

Hello! First of all, I want to start with saying that I'm loving the design of the new update so far! I like the improvements to some of the tasks.

While I was busy testing out some of the new features (primarily, the new coloring function for tasks), I did notice that the fill ends up matching the color of the box, thus making them completely invisible when deselected. Somehow, this works perfectly fine with checkboxes.

Here is an image describing the situation:

I also want to state that it also looks fine with the fill progression with timers, too.