Unless you can find a Windows emulator for it, the answer's probably going to be no.
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This was really cool!
It took a few battles to get the whole dodging thing down, but it was really fun when I did!
This is actually very fun! I haven't beaten it yet, but this's definitely a game I'll come back to
This was a lot of fun!
There were a few guards that seemed impossible to sneak past (such as the one right before the intel)
Apart from that, a very good idea that I'd love to see expanded on.
I mean, is there a way to make the dlc a butler patch, but lock that patch behind a paywall?
It'd work basically the same as DLC if you could get it to work.
Hey! It might've taken me a little while to get this video out, but I finally did it! Here it is!
Been a while since I've written anything here, but I just wanted to tell you that my inner lumberjack just spoke to me, and I became a natural disaster in Daggan. Half of the forest was obliterated by me and my axe before the red foxes were like "Hey man, you're cool 'n' all, but you're destroying our home!" and killed me and my friends.
Also, I noticed that the loading percentage stops at 90%. It's because when Unity loads a scene, it does it in 2 phases. The first one (The one you're showing) is Unity loading in the new content. The second part (The one you're not showing) is Unity deleting all of the old stuff out of memory and replacing that old data with the new data.
I'm not 100% sure how to get the loading percentage to actually reflect both phases, but a quick fix is to create a new float, and set that float to the result of
Mathf.Clamp01(operation.progress / .9f)
And then you can just set the UI piece that displays the percentage to that new float that you made instead of operation.progress.
This's all assuming that you're doing the loading Asynchronously inside of a Coroutine.
If that doesn't work, I'll eat my hat.
If for some reason that doesn't work, here's a link to a YouTube tutorial on the topic
Edit: Wrote this before I saw that you responded!
Also, just a little comment here! I kinda felt like I wanted to help out a little, so I wrote out some code that would help out with the problem with walking off the edge of the map and falling forever.
It's not an extremely complicated script, nor is it long, but if you're interested, I linked the code here with a few instructions on how to use it.
I hope this helps!
Since playing the latest update, I've found a few more bugs/problems, but I'd also like to mention that the fixes you made to Daggan made the game a lot nicer! Here's a few things that I feel need to be mentioned.
- NPC's tend to flip around for a single frame every second or so when above enemies (I figured this out when I forced my buddies up a flight of stairs). Try locking their rotation on the "Z" axis as a possible fix, or go into the scripts and make sure no code is changing their rotation on the "Z" axis. Honestly, doing both probably wouldn't hurt.
- Crafting text still says "(T) build a (Insert crafting structure here)". Just go in and add a "AB" to the end of "T".
- Also, about the enemies!I like the adjustment to the amount of enemies, but they really like to gather around my structures. Probably doesn't help that i'm effectively using my buddies as bait. I think that you simply use a distance check to figure out whether or not an enemy can see a NPC and vice versa. Perhaps you should use a method that can tell if there's a direct line of sight, so enemies don't attempt to run up to NPC's they can't actually see.
- Also with enemies, the moment they notice a NPC, it becomes their soul life purpose to kill that NPC, and they will completely ignore other NPC's and even the player, even if this mean that they will die. All of the enemies under my house were easily killed because they couldn't tear their attention away from my buddies who were on the top floor. You might be able to fix this by changing the Enemy's target depending on who's the closest, or even by changing it to the last character to hurt them.
- Also, for some strange reason, NPC's tend to teleport upwards if there's a floor under them, and a roof over them. This might be because you've made their colliders too tall. Try making them slightly shorter.
That's about it! Nothing else is really coming to my mind.
Although those torches would look a little nicer with a few particles. They currently look like light bulbs on sticks. (Hahaha)
I tried to not mention anything I said previously, but this still turned out really long.
So, a few bugs/problems to mention, and even a possible fix for each!
- Alone by day 2. Both of my buddies were gone. First the girl, then the guy.
- Quite a few too many enemies. When I finally died, it was because I got swarmed by 6 red foxes from the front, and god knows how many from the back.
- Floor tile texture doesn't tile properly.
- Grass follows direction of camera, including the up and down tilt.
- Door is finicky.
- Foundation hard to get onto, but this might just be because I set the height as high as it would go.
- Camera is able to flip up and down infinitely.
- Able to walk off the edge of the map.
- Jumping off of rocks seems impossible.
- "T" is a weird place for the crafting.
- Took me a while to realise that the text at the bottom of the screen wasn't a tutorial.
- Able to see inside yourself.
For the fixes!
- For the first issue, try to make some form of UI popup that tells the player that a friendly NPC has died. Extra points if it mentions the NPC's name and how they died, just like how Minecraft does it!
- Try placing a limit on how many enemies can exist around the player at any time.
- Fixing the texture tiling issues shouldn't be hard. If you designed the texture to tile, then try checking the 3D models UV map.
- Try locking the rotation of the grass in the X axis, so it stays upright.
- It seems like the door needs to be pushed open by running into it. Try setting a button prompt to open it.
- Now, I don't exactly know what kind of collider you are using for the player avatar, but if you aren't using a capsule, try swapping to it. Another thing you could do to help players get onto the foundation is to allow players to place foundation stairs next to a foundation piece, no matter if it's intersecting the ground or not.
- Try clamping the up and down rotation of the camera.
- With the map, you may feel inclined to place four large lengthened cubes to stop the player, but I've had too many issues with this approach. Just like the camera, try clamping the players position! Stop them from moving too far out!
- Since it's impossible to jump off of rocks, it might mean that you're ignoring it in the ground check. Try adding it!
- When I started crafting, my finger automatically pressed "Q" and "TAB". Try swapping the button to one of those!
- Personally, I think that the crafting options should be inside a menu instead of written at the bottom of the screen in a way that makes it look like a subtitle, but you've already mentioned that you're adding menus later. Please let this be one!
- Try moving the camera right in front of the character model's eyes. You'll also have to tilt the head on the character to match the up and down rotation too.
I know this is getting long, but let me add a few things!
- With the crafting, allow the player to place multiple objects before closing the menu. Also allow the player to swap what item they're making without having to close the menu first.
- Try making the character collider slightly larger to help with clipping issues.
- Attacking shouldn't be used to destroy buildings. Perhaps try forcing the player to be in crafting mode to do so. Also I wasn't able to destroy the floor after placing it.
- Try setting the attack range up on the player.
I know this is a long list, and it might be a bit of a headache to read through, but I hope this helps!
So, If you haven't played this game yet, STOP READING THIS AND PLAY IT DAMNIT!!! The comments are full of spoilers and this is something that shouldn't be spoiled for you. All I'm going to say is that this instalment is great and worth the time it takes to play.
You should be able to, just hit the "Download now" button and then hit "No thanks, just take me to the downloads".
This isn't exactly a game suggestion, but a comic panel of your characters playing the Another Piece of Candy TCG in the web comic would be really sweet.
The concept of this game is really cool, and it's also awesome that you were able to fit it into an incredibly small file size!
So, I actually wanted to ask, is there any particular way that you generate the names? Is it just a random assortment of letters with varying name sizes, or do you actually have a list of names?
I bet no one expected for me to rear my head here, now did we?
This game really does show promise, but lacks a certain amount of "Polish".
I found that the game seems to break very easily.
The textures of the two characters seem to have parts clip off of on occasion.
The movement with both methods is a little bit clunky.
I barely tried, and I broke out of bounds.
Also just personal preference, but I think that the mouse buttons should be flipped.
Though, I didn't hate everything.
The artstyle is adorable with it's low poly 3D models, pixel art textures and paper like characters and environment pieces.
With what story there was, I really wanted a full game to play. While I was "Boundry breaking" I figured out that you had a few area tags that the player shouldn't have seen. Things like the mysterious building and the nest.
Taking into consideration how old this game is, I doubt that you are still working on this game, but a response would be extremely nice!
P.S. Sorry for tearing your game to shreds. I can't help it.
From memory, you need to combine Treat with Moxie, then combine the result with Mochi, then add Trick.
EDIT: Yup that's right.
Another great game to get inspiration from is Wipeout! They're kinda similar to F-Zero, but I'm not very familiar with F-Zero.
Okay, I've given your game a little bit of a shot, and I think I have a few things to say.
I think the idea of letting go of the accelerator to help steer is a little bit flawed. Maybe you could implement an air brake system of sorts. As an Example, LT would help you steer left and RT would help you steer right while pressing both will slow you down for the more delicate steering areas.
There's also a long stretch of road that the finish line is on. It allows the player to get to the max speed of around 235MPH, and if I crash at this speed, I kinda just bounce off the wall like a rubber ball. Not sure how hard this'll be to fix, but eh. Now you know.
Hey, I did a thing.
I'm not very good at it, but I did a thing!
This game enjoyed beating me...
I had another look, and apparently the itch client had created a new "user?" in the Users folder. I needed to give permission to access the folder, so maybe that's why performing several system wide searches for terms such as "Besus" and "FireWing" and "FW64" didn't give any results.
Is there any way I can completely 100% make this game forget I've played it?
I wanted to play it on my channel, but while testing the game to make sure I could record it well, I started it and now I can't get the intro cutscene to play again.
Can someone please help me?
Right! Being a wannabe game dev, I totally understand the struggles. You are doing great!
As the games get more and more complex, are they going to take longer to make? Honestly, I don't mind if it takes you a while to make the next game, but I would like to see it in my lifetime.
Well... I guess there is a witch town literally next door.
I'm sure they could find out something.
I sometimes jump when I've let go of the jump button.
Ahaha well it was a good attempt.
At least it didn't bug out.
This game was very interesting.
Honestly I don't want to say anything else or I might spoil this, but if you've tripped over this game, play it.
It's short, and won't waste your time.
AAAAAAAAAAAAAAAAAAA MAH GAAAAAAAAAAAAAAAAAAAAAAAAAD THIS GAME IS AAAAAAAAAAAAAAAAAAAAAAAAAAAA STILL VERY GOOD!!!
This is actually very fun! I started getting stuck at Lv 8. That line's just a little too thin and fast. Hahaha!