Twice, indeed! Very nice!
Thank you for notifying me.
Please, do whip out some awesome Pascal!
I firmly believe we didn't explored the 486s well enough. And Pascal could use some vindication as well.
Hope you had a good time playing. Its a simple game, but gives me great sense of accomplishment and will help testing the grounds for something bigger.
I remember the settings already being at the lowest - I was actually quite impressed by both that being the lowest setting and still looking amazing and by it being capable of detecting the need of the lowest setting. I believe to have closed everything.
Screen goes black once I enter fullscreen (Onda V80 plus tablet. running Windows 10 64-bit).
Who doesn't love a fart noise now and then? =P Had fun playing it. My only gripe is the download size.
I used to do a lot of this kind of stuff when I was learning. Good memories!
Hint: you can make it browser playable by using the Emscripten port of DOSBox. For action games, it's not very good, but for turn based, it's almost acceptable (check my entry to see what I mean)
Sorry, but I don't understand? I click and press keys, but nothing happens (other than a cube falling and a countdown). What's supposed to happen? What should I do?
I have to also report you that it was kind of sluggish on my Win10 64-bit tablet.
Nice graphics! I couldn't shoot the left wall in one of the levels (it would open my OSX dock) - I was under the impression that the screen resolution didn't really fit my monitor all that well...
Tried again on my Mac Mini, but got an error. First, I had to give the Unix binary permissions, but then I got the following messages:
dlopen /Users/monty/Downloads/CherryCreekDemo_osx64/cherrycreekdemo.app/Contents/MacOS/./../Versions/64.0.3282.119/nwjs Framework.framework/nwjs Framework: dlopen(/Users/monty/Downloads/CherryCreekDemo_osx64/cherrycreekdemo.app/Contents/MacOS/./../Versions/64.0.3282.119/nwjs Framework.framework/nwjs Framework, 257): no suitable image found. Did find:
/Users/monty/Downloads/CherryCreekDemo_osx64/cherrycreekdemo.app/Contents/MacOS/./../Versions/64.0.3282.119/nwjs Framework.framework/nwjs Framework: file too short
/Users/monty/Downloads/CherryCreekDemo_osx64/cherrycreekdemo.app/Contents/Versions/64.0.3282.119/nwjs Framework.framework/nwjs Framework: file too short
Abort trap: 6
WOW! Trippy! I liked it!
BTW, not sure if it's only with me, but on my Mac, I had to open the .app and give execution permission to the Unix binary. It's the second Unity game today I see having to do this - maybe it's Apple forcing our hands into signing with them?
There is some sheer elegance to be appreciated here. You (rightfully) resisted the urge to use some big monster engine and went with Java. We end up with a fun game that's a 12KB download instead of some huge 20MB. And I thought my game was compact!
I applaud you standing.
Tried to run on my Mac Mini Late 2012 (Core i5), running High Sierra. The .app file wouldn't run, so I entered it (it's a folder pretending to be a file , after all) and give execution permissions to the Unix binary file. It ran but was slow as molasses on the main menu. It hanged during the loading screen (eternal volleyball). Since I was running from terminal, I've got the error messages ( https://gist.github.com/TheFakeMontyOnTheRun/569bc346f2d13fbddddfb836ce58dc93 ) - there were many more.
A small note: the keyboard layout doesn't make it very clear what the inventory and run keys are supposed to be. Bear in mind that there are a lot of different layouts out there, even between countries that speak the same language (eg: I use both Brazilian and Portuguese layouts and it's astonishingly different).
Too bad I couldn't play, but hopefully this will help tracing the source of this issues.
Knowing each operating system to use would also help. I have all the options, but knowing where to download helps a lot.
Also, properly labelling the folder also helps. I unzipped on my Mac and got a "Release" folder.
Gonna give it a proper review later - when I'm on Windows.
Oddly enough, on OSX it starts on fullscreen and if you go to the settings menu, do nothing and go back, it will switch to windowed mode. If you again into the settings menu, it is set as fullscreen. You have to unset and reset.
Other than that, a very enjoyable game. Very well made!
As long as it is a finished prototype, I believe it's valid; but I will certainly judge it against the merits of a prototype in comparison to a completed game, the effort I expect from a jam of this length and the quality of other entries. I also tend to take into consideration the tool and what would it allow the creator to do and how long before the deadline it was submitted.
To sum it all - I like to recognize effort; if I reward lazy entries, there is no incentive for others to grow.
Hope this doesn't feel too harsh (what can I do - I'm an old fart... "now, get off my lawn, damn kids!")
Oddly enough, now it seems to be working well. But maximing it makes everything look stretched and displaced.
I'm loving the dialogue!
EDIT: now I've realized that the initial window size is also not optimal. The commands at the top were missing. Having resized it manually, it's perfect now.
I can completely relate to your questioning =)
Playing in Non-VR mode now and still stutters. Seems to get worse when things are flying around and there are explosions.
On a second play thru, it seems to get worse, sadly. I would bet on the physics engine taking too much time and starving the audio buffers.
Any other test you might want me to perform? Feel free to ask.
What did you use? Unreal? Unity?
Looks dazzling! It's kind of heavy on my machine, but playable (and given the level of graphics here, it's really quite a feat, considering it ran with Wine). I tend to have a bias against Unity, but this game more than justifies it. Congrats.
A quite innovative idea (and something I kind of tried in the past) - it's been a while since I had any fun with VR!
That said, the music was stuttering for a good chunk of it (to the point of becoming uncomfortable to play). There also some minor z-fighting (more noticeable at the first scene). The buttons worked well, tho.
My device is a Nexus 6 (bought it precisely because I was playing with VR + Leap Motion a few years ago). In fact, my entry is a DOS port of my VR game =)
It was fun!
Not sure if this is expected but, after throwing an object against the wall, I'm able to pick it up again, throw it again and keep gaining altitude. I didn't make past the "reversal" part, sadly.
Gotta admit I had a mild freakout when I saw a .exe inside the Linux package ^^