Hi ColdsterColdy, the software was written in the days of Windows XP. The issue seems to be something to do with DirectPlay. If you read the comments further down I think there's a fix.
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Hi! Bless you for trying this game again. I have been tinkering with this off-and-on, but mostly I've been working on other projects. It looks like I have a version 0.2.4 sitting in my Python folder so at some point I will check its stability and upload it if it is vaguely OK. I believe errors you encountered have been fixed (most likely replaced with other bugs).
The letters were an attempt to break the song into sections, so a "B" would have an adjusted chord sequence and "C" would be a bridge. It didn't work out too well though.
I can't think right now what would happen to the seeds if you add sounds, it's been a long time since I looked at the code. If someone tries this, let us know.
I had other things I wanted to do with it, but I'm focusing on writing a book at the moment.
Because the notes trigger using GameMaker's object collision, I had pictured other things moving on the screen that would interact with the "pointers". On the second hand, I am worried that I'm just piling on "stuff" instead of trying to work in some actual music theory. Then on the third hand, I think that if I try this I will make it worse - maybe DAM is better when it's doing wierd or ambient things.
I've made the source code available for anyone who wants to tinker around with it.
Hi, sorry, I could not get this to work. I have Oculus Rift S and was using Steam VR. It seemed to be running behind the Steam VR overlay (it flickered in and out) and the headset movements did not have any affect.
Hi Trixie, I have uploaded the source code. It is in GameMaker Studio 2 format. It's provided as-is: if you don't have GMS2 I'm not sure how you can read it.
If anyone wants to adapt and publish that's fine as long as there's a link back here.
I'm using Oculus Rift and I couldn't get snap turning to work. I wish it was just on the right thumbstick like other games. Otherwise good work, I like how you have to reach out to open doors rather than just press a button. Now if only someone would add snap turning to that VR Doom port...
Hello, I am playing with Oculus Rift S. When I start the game, I appear underneath the starting elevator. Although I can grab and pull myself up, and even crawl forwards, as soon as I release grip, I fall underneath the floor. This is playing seated. If I stand up, my head just peaks up through the elevator floor.
A reset view button or height slider might fix this.
Played this on Rift S. Performance is great even on my Geforce 1060. Gun mechanics were good. I much prefer this slow-and-tense pace in VR compared to faster games like Serious Sam 3 - I think because partially it's better for people with motion sickness, and the creeping around is more "real". As with Retriever I do wish there were a few easier targets to shoot at - the sentry guns are lethal and tough, which is good for tension, but a few soft targets would be nice too.
I'm looking forwards to the full release (if there will be one).
In VR. I played again until I got to the first camp. I see there are autosaves in IragonProject/Saved/SaveGames (including a camp save), but I have no way of loading them - my only choice is to start a new game. The "load game" button chimes when I press it but nothing happens.
Where exactly are the save points in this game? I can't find a game menu. I've had to quit the app a few times to figure out some settings, and each time I've had to start the game from the beginning, "Load Game" doesn't do anything. I've got as far as the tavern and spoken to the NPCs (at least I assume that's what is happening, as there is currently no sound).
Hi dwaters, the source code for Mk V is in Blitz Basic, it was designed to go into games so you also need some loop that calls the functions - it may be possible to adapt into other languages.
Mk VI is in Gamemaker Pro, and I can share the source code with anyone who is interested.
Hi Kat. The site I got them from were publishing them as public domain, so yes.
The sounds are courtesty of the Philharmonia Orchestra. The website is http://www.philharmonia.co.uk/explore/sound_samples if you want to grab your own.
Actually it looks like I can compile an Mk VI executable for Mac OS, although I've no way of testing it. Not much I can do about the older versions. When I next get chance I'll look into it.