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Mr. Heating

46
Posts
8
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3
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A member registered 49 days ago

Recent community posts

My reference belongs to the fact that the bosses may go through one wall and then appear on the other side. I'm not sure if I remember it right but I think that it's possible with top and bottom as well. That's why portals came into my mind.

Speaking of whitch maybe you could add those? Though I have no Idea about it I don't think that'd be too difficult.

Now that you mentioned Touhou (at least I assume you mean that) I've never played it myself but I watched  the final boss recently and it was kinda funny to see how the worst you can get from a difficult pattern in WAKER is the easiest in that fight. Anyway, how does that timer work exactly? I'm not sure how a useful implementation would look like.

Posted in 11

Can someone please write 17 so I can write that I'm 18? Wait.

Waker community · Created a new topic My Opinion v0.2

This time my feedback will be pretty short, because it's less than a week since I'm from where I had no internet and I had only few minutes to test it and now I'm on an even worse machine (It's actually the one I usually do my no-hit bosses because native Undertale works fine) which in case of WAKER renders with the average speed of 1 fps using wine and it's not even too bad since the Undertale Red Fangame (Unity as well) rendered 1 frame in 9 seconds.

Anyway, I had enough time to complete the tutorial and the first level, and TBH I think the previous build was better.

The most important thing are the colors. I'm not sure how it works since I could't take a longer look at it but for me it seems like it just picks a random color for each level. That's exactly the thing I was talking about earlier, I was rather confused by what the new color means rather than enjoying the gameplay. Additionally the color was pretty much #0000FF so it wasn't too visible.

I never had a problem with staying at the bottom the whole time, actually I've really enjoyed almost every single pattern's visuals, like really I just sat there and didn't shoot when I could and thought like "Boi that looks awesome!" (except the ones where the arms got crazy - I had other things to cary about then), because one could just be a part of the flow. Now with the bosses jumping around it doesn't look quite as good. This opinion however might easily change when I look more into the game, maybe it'just the beginning.

Actually, what I just said isn't that important comparing to the fact that the moving bosses affect the gameplay - you cyn't really stay under the enemy if it's going to the bottom, so something should be changed about that. I'd suggest to either let the boss take only the top 33% (or max. 50%) or change the "aiming" behavior when fighting to "just survive long enough" rather than "stay under it the whole time".

It feels kinda unfair that the bosses cooperate with Aperture Science while the player does not.

To summerize - I like the ideas, it's just that the implementation should be changed.

I'll try to find some time in the next few days and report how the things change.

What are the two souls for? ;-)

Actually, it's very objective, but I have the feeling like itch.io's games have much more quality. Whenever I chose a random game, it may be not something I like but it was never a complete waste of time. It's a thing I can't say about GameJolt.

In case anyone knows a little about Linux, for me GameJolt is like Ubuntu and Itch.io is like Debian.

Hm. Then I'd suggest that any data which can't be interpreted is ignored and automatically generated settings overwrite the corrupt data.

Of course - the actual gameplay machanics are more important anyway.

Well, I get what you mean, but how can you possibly mess up the format of a plain text file?

There's no problem with the sound, I'd just like it to be customieable as well so one can suport the feelings hat come up with a palette.

Ok, I know what's my problem: every time i saw some customization settings they either weren't useful at all or you could adjust stuff you wouldn't even know about it existing otherwise. Or both.

My actual imagination of perfect implementation would be that there's a GUI with only basic stuff and maybe some presets you can chose from, on the other hand you can customize everything by file editing, even stuff like sounds (pls) and (intensity of the) screen shake.

oh...

Well hmm... I'm not sure about this, I mean, usually when a game lets me change colors I... don't like how the interface becomes, though I'm not certain why. Maybe you can do both? Just output the settings to a plain text file so you can share or edit it if you want to. Also would it be possible to use custom sounds?

BTW, I forgot to ask, is it normal that the settings menu doesn't have anything yet?

Posted in CREEP comments

(How do I actually rate it?)

"I'll try to implement it into v0.2 or v0.3 as soon as possible." - I really appreciate the fact that you like my ideas but please don't rush yourself, don't get it wrong, but just look at what happened to the arms. Just take the time you need and release something when you're sure it's ready or with the specific purpose of playtesting rather than rushing to fix something new that confuses players.

I know that making a theme setting is something with way less bug-potential than a new game mechanic but it's just something general I wanted to get rid off my chest. I am, and I assume most people who play bullet hell games, a patient person, since getting inpatient is the actual ticket to hell, and I (we) don't mind if the new update comes in a week or in 3 months. Not because I have plenty of other games I could play in the meantime.

Of course, if there's anyone here who does mind if it's getting delayed, just tell me and I'll take the "wii" back. It's just my feeling how BH-players are.

How do you plan to implement it? I mean what do you think the syntax will be like?

Oh, yeah, why didn't I think of that earlier?

Would you actually mind giving me your E-Mail? I'd like to tell you something, just not here.

I really miss this feature which e.g. GitHub has. Would you add that, please?

Well, thank you for your detailed answer. I feel more informed now.

What do you mean by "player colors"? Maybe the game could generate a theme automatically and one has the option to overwrite it, so the theme is not fixed yet still customizeable?

I mean that it would come in handy to have an editable file which specifies the color or the apperance in general.

For example an XML source could look like this:

<xml>
<bullet type="normal" color="#ffffff">
</xml>

Or if it's something CSS-like:

bullet
    {color: #ffffff;}
bullet.normal
     {border-color: #0000ff;}

Or maybe just any new syntax, it's just that anyone who knows a very little about HTML will be able to understand that immediately.

I actually meant more like online multiplayer with friends or just sum random ppl but of course It's not important yet.

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?