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Mr. Heating

29
Posts
6
Topics
3
Following
A member registered 27 days ago

Recent community posts

It would be nice if one would be able to make own bosses with custom attacks, colors backgrounds etc.

I'm pretty sure somebody already asked that but what is the difference between Itch's and GameJolt's goals?

No matter how hard I've tried, I could not find a proper bullet hell which supports multiplayer. There's just no real concept yet so this would surely make this game to something unique. I'm not sure though how this should work, just some raw ideas so any concept suggestion is welcome here.

(Edited 1 time)

What's actually about making a predefined Style for everything and let the game read it from a human-readable XML or CSS file somewhere in the game's files so everyone can change and share the styles?

Waker community · Created a new topic My Opinion v0.1

To anyone who hasn't read "My Opinion" yet, read that post before reading this one, because here we pick up, where the last one ended.

So, about the things I liked nothing has really changed. But several things changed which I do not really appreciate.

1. I haven't mentioned that earlier since it wasn't that bad, but now - I am ok with difficult patterns, I am ok with attack that go in circle, I am ok with homing attacks, but I am not ok with bullets which change their dirrection for no actual reason. There's no actual way one can estimate where bllets will be while also dodging other stuff - you just see one row eith something that appears to be a safe spot, you go there and then suddenly one of the bullets changes it's path. That's what I meant when I talked about a functional pallette. I would be something completely different if the bullets had another color at least. Same for the homing attacks, even though I haven't seen any in the last version.

2. I feel fat. I don't know if it's the hitbox or something but in the pre-alpha when something shoot a bunch of bullets onto my figure I could just move a little and and stay inside of that attack. I can't really do that anymore.

3. The arms may be an interesting addition but the implementation... just watch it yourself... this last level before the final boss doesn't seem like it's possible.

That's everything I got to say for now.

Nah, I think I'll just leave it the original way, I can add music afterwards anyway.

You know, the font isn't actually that bad, once you get used to it, at the point I've been able to beat the pre-alpha, I already had seen enough of it to read the ending flawlessly, so actually I think it's ok if this font is just slowly introduced (which could be done in a linear mode of the game, I'm still a fan of that thought) by using only simple and obvious words like "shoot the enemy" instead of "manage to eliminate the rogue programs". Additionally it would be nice to have some kind of reference somewhere.

Anyway, this thread is pretty full already, so I will open a new one for the new version.

Since I have a laptop, I can't really upgrade my hardware and OpenGL is already the newest avalible version. I'm using wine-devel (2.13) because the current stable version doesn't support DirectX 9.0c (at least on my hardware) and it kinda works. I can't select the screen for fullscreen mode - well I can, but the setting doesn't do anything. The game freezes when I press [Ctrl]+[Alt]. The menu is a bit glitchy which is as far as I know Unity's UI fault. You can see this here.

I won't give any feedback untill I beat it, just that I won't miss anything. (It's more like I want to be missed by the enemies ;-) ("I know my wife still misses me... But her aim is getting better! :-D"... (kill me))

I already have a video for the final boss of the previous build but I didn't upload it yet 'cause I'm not sure whether I should put some bg music although I actually think that I'll make an archive with original feeds. What do you think about that?

Before I had this:

Error loading /home/user/Downloads/Waker - Linux Build 0.1/Waker_Data/Plugins/x86/ScreenSelector.so: libgtk-x11-2.0.so.0: cannot open shared object file: No such file or directory
Desktop is 1366 x 768 @ 59 Hz
Unable to find a supported OpenGL core profile
Failed to create valid graphics context: please ensure you meet the minimum requirements
E.g. OpenGL core profile 3.2 or later for OpenGL Core renderer
Vulkan detection: 0
No supported renderers found, exiting
 
(Filename:  Line: 536)

Then I installed libgtk2.0-0:i386 (Of course the 32 bit version is required) for libgtk-x11-2.0.so.0.

Now it opens the settings dialogue but crashes after trying to start and leaves this:


Desktop is 1366 x 768 @ 59 Hz
Unable to find a supported OpenGL core profile
Failed to create valid graphics context: please ensure you meet the minimum requirements
E.g. OpenGL core profile 3.2 or later for OpenGL Core renderer
Vulkan detection: 0
No supported renderers found, exiting
 
(Filename:  Line: 536)
 konnte keine Themen-Engine gefunden werden,
(Waker.x86:1798): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:1798): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:1798): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:1798): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:1798): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:1798): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:1798): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:1798): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:1798): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:1798): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:1798): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:1798): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:1798): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:1798): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:1798): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:1798): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:1798): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:1798): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:1798): Gtk-WARNING **: Im Modulpfad »adwaita« konnte keine Themen-Engine gefunden werden,
Gtk-Message: Failed to load module "canberra-gtk-module"
Preloaded type GtkListStore
Preloaded type GtkWindow
Preloaded type GtkVBox
Preloaded type GtkImage
Preloaded type GtkNotebook
Preloaded type GtkHBox
Preloaded type GtkFrame
Preloaded type GtkAlignment
Preloaded type GtkTreeView
Preloaded type GtkLabel
Preloaded type GtkCheckButton
Preloaded type GtkScrolledWindow
Preloaded type GtkComboBox
(Waker.x86:1798): Gtk-WARNING **: Error loading icon from file '/home/user/Downloads/Waker - Linux Build 0.1/Waker_Data/Resources/UnityPlayer.png':
    Datei »/home/user/Downloads/Waker - Linux Build 0.1/Waker_Data/Resources/UnityPlayer.png« konnte nicht geöffnet werden: Datei oder Verzeichnis nicht gefunden

And yeah, my OpenGL is version 2.1, so that's actually the biggest problem :-/

You can ignore lines 10-48 since it's about me not having Unity (Ubuntu's standard window manager, not the game engine) and non-functional.

I also came across this, added manually a 64x64 png file which reduced the log to this:


Desktop is 1366 x 768 @ 59 Hz
Unable to find a supported OpenGL core profile
Failed to create valid graphics context: please ensure you meet the minimum requirements
E.g. OpenGL core profile 3.2 or later for OpenGL Core renderer
Vulkan detection: 0
No supported renderers found, exiting
 
(Filename:  Line: 536)
 konnte keine Themen-Engine gefunden werden,
(Waker.x86:2912): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:2912): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:2912): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:2912): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:2912): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:2912): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:2912): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:2912): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:2912): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:2912): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:2912): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:2912): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:2912): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:2912): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:2912): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:2912): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:2912): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:2912): Gtk-WARNING **: Im Modulpfad »pixmap« konnte keine Themen-Engine gefunden werden,
(Waker.x86:2912): Gtk-WARNING **: Im Modulpfad »adwaita« konnte keine Themen-Engine gefunden werden,
Gtk-Message: Failed to load module "canberra-gtk-module"
Preloaded type GtkListStore
Preloaded type GtkWindow
Preloaded type GtkVBox
Preloaded type GtkImage
Preloaded type GtkNotebook
Preloaded type GtkHBox
Preloaded type GtkFrame
Preloaded type GtkAlignment
Preloaded type GtkTreeView
Preloaded type GtkLabel
Preloaded type GtkCheckButton
Preloaded type GtkScrolledWindow
Preloaded type GtkComboBox

Maybe using WebGL wasn't such a bad choice after all?

Ok, ok, that's a big load of information, so I'll just go trough it.

"my Tablet is glitchy" does it make it a Glitchta(b)le(t) ;-)? Ok, but now seriously.

"There is in reality no complete knowledge of the the Story of Undertale is" There is one guy who knows everything about Undertale, but I guess we can't count on him, do we?

"Why Undyne melts in the genocide run" It's because of her DETERMINATION(!!!), since monsters can't handle it well. She melts when you try to kill her in a neutral path as well.

"Why Asriel is a flower, or was turned into a flower" Go read some books. Seriously, if you take a look at the librarby's books you'll find one that explains that when dying, a monster's personality is saved in it's dust (not the most accurate explanation I'm giving here but you surely get what I mean). When Asriel came back and died his dust has been spreaded across (later) Asgore's garden. One  of those flowers has been taken by Alphys during her DT experiments and so a soulles time controlling homocidial creature has been brought to "life". GG science.

"The player never knows of Frisks name until she says it" who is she? Are you implying on Frisk's gender?

"her soul" AGAIN!!!*

"Just a quick point even if frisk is a reincarnation, Chara shouldn't exist at the end of the game. If Frisk is chara, because thats not how reincarnation  works, the only way that'd work is if chara went to the future to meet her reincarnated self." Erm... That... Can you please explain this? I don't understand anything.

"The narrator also knows about item that neither frisk or the other minepsters should know what it is." What is a 'minepster'?

I've seen both videos already.

Now the final question: What is it you try to tell here? I mean, you have some good points in general but what's your goal?

*Don't take me THAT serious

Wait, yes it is, but Mr. Terminal says that it can't be loaded and that there should be a data.unity3d file wich can't be found.

At least it works with wine, I'll tst it later on.

Oh ok.

Erm, I'm glad you've thought about a linux build as well, but I have a problem because ScreenSelector.so is missing and seems to be not supported by the official distro arcive (I'm using Debian 9). Any chance that you could implement it into the game's files?

(Edited 1 time)

Thanks!

YouTube does support PMs, though I don't like using this feature since the notifications just may or may not appear. You can find this option if you go to a channel's "About" tab and look for a button with "Send message". In the same tab you can find a captcha-protected E-Mail address. You may not have noticed that before, since one has to configure those options first.

BTW, did you actually subscribe? Don't get this wrong, it's just that YouTube sometimes decides things which are hard to comprehend, so I was curious if "not increasing the subscriber counts even if there's actually a subscriber" is one of these decisions.

EDIT: I also dislike YT's PMs because you have to go to "Creator Studio" > "COMMUNITY" > "Messages" in order to reply.

I already noticed that, but thanks anyway.

Maybe you could even subscribe to my channel ( ͡° ͜ʖ ͡°)? As for yet I'm only uploading bullet hell related stuff anyway, so maybe you'll get inspired by something. For example some days ago I've uploaded a footage of an Undertale fangame with some pretty impressive new game mechanics. Just in case. If you think that it's not good enough for you then I guess I'll just gotta giv u da links.

I think I'll call it the pre-alpha release.

This fangame is definitely one of my favorites, alongside with UT Red, UT Yellow and your best nightmare.

Btw, since you're asking for help with the code maybe you could also tell which programming language you are using?

Ok, first of all, I'm sorry for my rude formulation, as a not native speaker it's sometimes hard to judge how something may sound while concentrating on correct grammar. I actually meant that from my viewpoint it's the same being. Anyway:

"it is shown and said in the real game that chara was the first human to fall in the underground" right, no comment on that fact

"DETERMINATION is the rarest soul type" I don't agree on that one. Why? Well, before things in Undertale even take place 7 humans are known to be dumb enough to climb a mountain without letting anyone know about it. Each one has also a unique trait. It is NOT KNOWN, how the state of proportional distribution of human soul traits on the surface is, nobody ever tells that. BTW, I just noticed that according to your opinion, if we extrapolate the known human souls, than DT is way more often present than any other trait.

Why I think about Chisk as the same person...

What we know for sure:

Toriel dragged Chara's body into the ruins.
No matter which path we choose the protagonist has at least one Chara's flashback at the point when Falling in the waterfall.
There is absolutely no evidence, that frisk actually fell when in the moment before the game started - no images, no text, not at least a simple sound like in watefall.
In Undertale's game files the red soul is called "spr_ourheart_0".
Remember how Toby Fox twittered that we should use our own name?

What we "know" about reincarnation:

It's the state of being reborn in a new body.
After being reincarnated one has some memories from the past life.

...which basically means that in year 201X we attempted suicide, failed, then succeeded, then much later we are reborn as "Frisk".

That's TL;DR: version of my interpretation and if you find anything that disproves that theory feel free to put it out here.

Nice little game here!

This is defenetly one of the best fangames out there, for me at least. Actually that's exactly what I wished for the original game. The original ps flowey may be insane already, but you just build what he lacked (especially the fact that it's 16:9 now)

Do you think you'll be able to port it for linux? I mean, thank god it's compatible with wine and despite the fact that when you die for the 3rd+ time the resume text isn't visible it still isn't that easy if it's not in the Itch library.

Also can you please add Y as an action key for the German layout.

Thanks for everything!

You do realize, that Chara and Frisk are most likely the same... "person"?

It's okay, how do you want it to be called?

Okay, looks like my reply wasn't posted for some reason >:-(

What'll be great? I gave two possibilities of what we could do => 3 possible connections and you just reply with yes. does that mean that you want us to do both?

Okay, glad that's cleared, but do you really want us to only record it or maybe do sth. else with it, idk - upload it to raise game's popularity, send it to you so you can see how well ppl r doing?

Ok, to be sure now: you want to do the story all by yourself, right?

TL;DR of my other questions: is there anything else I can contribute to the project with (mus, sfx, imgs, vids)?

😱 NOOOOOOO! YOU'VE DESTROYED ALL OF MY HOPES AND DREAMS! JK, but how is it actually possible? 

According to this context your game should rather be called "Time and Space" ;-)

Oh, I didn't mean to drop the last one here.

After two times sleeping I found Gaster!

Well, at first, I'll be straight-forward with you. While I might be completely wrong, it feels almost like you're trying to not answer the questions, if you feel that the answers could make me upset. In that case - as long as you give me any answer, like that you want to be the only one working on this project or that you need more time considering things like that. Of course I'm even more totally fine if you'll say that you could let me take part ;-). Every answer is more appreciated than none.

-1: Then I don't think that "bomb" fits the description, but rather sth. like "(power)shield"

Thinking of actual bombs I had an idea of a mechanic with bombs which one throws upwards, is detonated by the player at any point they wish but the explosion which covers about 50% of the field which has to be avoided.

4: for some reason I didn't see it recently...

Here, I did a test trailer/intro for the game. NOTE that I took only 20 mins for that and the pictures show what would be in the picture, not how it'd look like.

Waker community · Created a new topic DID IT!

Am I the first one here who managed to beat the game?

Anyways, GREAT JOB!I've actually expected the final boss to be something totally evil and hardcore but somehow the "prequel" was harder. Despite that the ending was totally worth it, thanks.

Good, it doesn't seem like my 5 TB of raw text data annoyed you (too much). ;-)

-1: Bombs: Do they destroy bullets, enemies or both? In the last two cases what about the bosses? Anyway as up until this point that game has been very skill based, however, I fear that if there will be bombs they'll make the game too easy. To resolve this conflict maybe there could be another shooting mechanic? I have in mind like 5s to charge, shoot a laser which one-hits every enemy and has exactly the same time which you need to go from one side to the other, BUT (probably you made it this way already while changing the screen shake, but in case not) even while shooting the bullets do kill you. Or one may  also have a meter for that which requires 5-10s to charge but can be used at any moment, just less amount of time. For the boss battles you're allowed to shoot the whole time but of course you're still required to be underneath it in order to aim at it.

If you decide to keep it the way it is I'd appreciate it if there was a special power up or sth. if one manages to get to the boss by shooting only once. BTW, I'm not sure anyway about the way it's done yet. I'm not shooting if I don't absolutely have to, because otherwise one has to dodge like 3 bullets until the boss battle.

0: Good thing to know, maybe also something that could be told in the tutorial?

1: My point is not that it doesn't look cool, it totally does, although some more contrast would be good, since e.g. on my laptop's screen everything's clear but on my external FHD screen I can barely see the difference. That's where my point of the palette being cool but not "useful". I'd rather like to be able to realize at any moment what's going on than enjoy good graphics. Ppl don't realize gfx while concentrating on the gameplay anyway.

2: Maybe we'll start another topic about how the story should progress and how it affects the game (pls)? To avoid spoilers I'd even delete it for you when everything is clear.

3: Cool!

4: LOL, I actually thought it was an addition, but in the case I've described the afterwards attacks looked just as difficult. I can show you the video, you just have to ask.

What are you planning about the audio part of the game?

Don't be so strict to yourself, your game is already the 2nd best bullet hell I've ever played, with it's hard yet fair patterns.

Waker community · Created a new topic My Opinion

Ok, (I hope) I've played enough of this game to form an opinion of it (although I didn't even come to the final boss so feel free to tell me if there's more going on than I already know) and I'd like to give a feedback if you don't mind.

I'll start with what I like in this game's design: Although I have many things to say about what could be done better (IMO), the most important thing that overweights any issue is that I LOVE it's straight-forward style. No aiming, no "spell cards" known from other bullet hells, no bombs. 90% is pure avoidance which I really appreciate. As long as you keep more or less this style It'll unlikely get boring for me.

Now about the things (again, IMO) could be better:

0. What really annoys me is that if I do not focus on a certain enemy it may stay outside the box making it impossible for me to proceed or retry. It's actually rather a bug, but I'd like to have an option to kill myself, e.g. by pressing k, anyway.

1. The biggest thing I wish for the game is that the coloring becomes less stylized and more functional. For example I like UNDERTALE's combat system which you can take a look at on my YT channel (It's the only validate reference of course ;-)

It uses only simple colors: white for hurting, green for healing, blue for not moving when touching it and orange for absolutely having to move. I'd like Waker to be colored just as simple and functional (pls don't misinterpret this and actually implement what I've described about blue and red attacks).

For example what would fit my imagination is that borders and bullets are white, the enemies are white and 50% transparent so one can see their attacks if you're too close to them, the focus thingy should be e.g. red (or maybe orange to not cause more stress than needed) and then turn green when it's focused. This is of course only a suggestion, I don't mind if you decide to make the attacks green and the enemies pink :)

2. As you probably figured out already I'm here because I had a very nice introduction into bullet hell by UNDERTALE. But it's not only the unique battle system (for an RPG) which made me love it. Besides the fact that I've always appreciated gameplay where the player has to show skill instead of hoping for the lower damage, which is unfortunately in the most RPGs the case, it's important for me that a game has a good story and storytelling (MOST IMPORTANT THING EVER!), good music and character design.

Okay, I don't mind this game does not improve the characters since it barely has any. To the other two points, for the story I think it would be amazing if there was a linear mode you can chose where you can't shoot = have only to not get hit, which is the same every time, and where you get passwords at the end (which I've also thought how it could fit in the story). Probably (if you want to) we should discuss the story in another thread, I already have plenty of ideas. BTW, I could design a video for the intro ant the outro. As for the music I can try to make some sfx and bg mus if you want me to, but I can't promise that I'll be able to make anything that fits the visual setting.

3. When I started playing Waker I was pretty confused, because in the first time (and sometimes still) the font is barely readable and that's why I haven't noticed why I can or can not shoot. To "avoid" this problem in the future I'd suggest to make two "enemies" at the beginning the tutorial so one is forced to see the focus, giving the time to understand that the spinning thing is NOT a part of the standard animation. Perhaps what I've described above (colors) will help there as well.

4. One last thing I'd like to point out is that the algorithm responsible for the attacks should be optimized - I had once a boss which I couldn't beat at all: the first two attacks were pretty easy, but the last one... one wave had two window-filling rows - one very tight attack which was homing on me and like 3px later a very tight normal one.

For the first one I HAD to keep moving and for the second one I HAD to stay where I were. Maybe, just maybe it was technically beatable but this was SO hard to dodge that when I tried it about 50 times I didn't manage to get past the first row even once. I might still have a video feed of it in case you wanna see.

Welp, It became like, uh, 5x more than I've actually planned to write but now at least that's pretty much everything I've got to say. I hope this could give you an overview of what I, as my guess is, an average player am feeling about it and that you even might let me work together with you on this project.

Thx for the patience,

Lookin' forward for your response,

Mr. Heating.

Oh it looks so cool!

[HYPE][HYPE][HYPE][HYPE][HYPE]

Btw, is this project actually OS? I wanted to put some thoughts on your GitHub page but couldn't find anything.

I've noticed that already and I don't think that it should be completely removed but rather replaced by a regular screen shake :-)

I really love this game (even though I really suck :-) but can you please remove the screen shattering (or whatever it is you call happens when you shoot)? I don't mind to have to dodge difficult attacks as long as one can see them. Other than that it's amazing.