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pixeldrop

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A member registered Nov 13, 2018

Recent community posts

Really, from the Demo it seemed like there was still a lot missing and not working properly. Such as not being able to properly pan, Ctrl+Mouse wheel doesn't pan at all in the demo.

A couple of major features I feel are kind of missing in my short little demo experience:

- live Pixel preview, right now you have to save to see what the actual pixel version looks like.

- Angle snapping while rotating

- Hold Shift modify to nudge/snap in whole pixels while nudging with Arrows or moving with mouse

- Copy, cut and past using Ctrl+C, Ctlr+X, Ctrl+V all seem to not be working.

- Pen/pencil/curve tool, basically some way to draw just a vector curve line.

My art computer is offline only no internet connection, so I can't have steam. Listing also doesn't state that it requires steam.

At first glance this looked interesting, but then I noticed no updates since 2019.

Getting the error: Steam Connection Error when trying to launch the program.

This script is still amazingly useful, thanks for keeping it up on Itch.io.

Aseprite's built in system only lets you snap to single cells where as this lets me select a big general area and then snap to all the cells saving a lot of time when re-organizing a bunch of cells.

Overall I think this is a very nice game, but the controls are so clunky that it ruins the experience for me. I think it would be exponentially better if movement was done with the analog stick/D-pad and L/R bumpers were used to turn/grab objects.  As is it's fickle and fidgety, so rather than being able to enjoy the puzzles and atmosphere your first play-though is spent trying to train your brain around the un-intuitive movement controls. It also feels like the clunkyiness of the controls makes puzzles feel more frustrating than fun.

Is this project still alive?

NP,  I just like to write reviews on steam when possible for games I like on Itch.io and no one takes reviews without varified ownership  and playtime seriously on steam.

Just wanted to say thank you for taking the time to make these wonderful experiences. 

Any chance for a Steam key?

Just trying to play with a keyboard in the frist white room as soon as I walk up to the stand the screen fills with 0's? and the game stops running....

I wanted to invert the X-axis mapping but the Unity Input system doesn't reconzie my Xbox One contorler Axis [It reconizes the buttons and a web search shows this is an issue with the game code] 

The worst part is that there is no way to reset the input settings so now the game is unplayable as the axis can not be remaped to default.

In the "Local  Variables Window" you can't select "String" as the type to add the interface doesn't reconize it's being clicked and there's no keyboard navigation to select it either.

OS: Windows 10 64-bit Pro

Tried on steam so I'd be able to get a refund just in case since I went into it not really sure if it was going to be my thing. 

Actually turns out I loved it! Until the invisible walls quickly drove me insane.  As someone who has played many open world games there really isn't much else that damages the flow and feel more then not being able to walk or jump somewhere that you should be able to.

I'd recommend taking a page from obduction's book and just letting people run around everywhere they can get to with a quick and easy option to get unstuck when they fall out in the cracks.

I'll keep an eye on the Dev log when/if the invisible wall mayhem is taken care of I'll try the game again.

I started with 2.0 then after a couple of hours playing with it downloaded and played with 1.3.

My major first impression is that out of the box 1.3 currently feels like the major upgrade in progress and 2.0 feels like the old version. 


The big things I noticed that made me feel this way:


The move/resize gizmo tool in 1.3 is far better then the one in 2.0.

The 2.0 move/resize gizmo feels like a major downgrade as it is so much harder to keep things alighned and moving in the correct direction.


Middle mouse panning is vastly better in 1.3: [though it is slow and could use a speed bump]

In 2.0 middle mouse panning is inaccurate and sloppy making it so you have to readjust and do a lot of needless spining a round to get the angle that you want. 


Copy & Past works more naturally in 1.3:

Copy & Past works as expected of a program in 1.3, whereas 2.0 acts strange and unnatural compared to any other 2D/3D program I have ever used.


Texture paint tab  feels like a  downgrade:

1.3 You can add new colors right in the tab, whereas 2.0 you have to use a menubar item.

In 1.3 you can also see all the textures at one time rather then having to click through drop downs which is a lot faster.


Overall I was feeling rather disappointed with my purchase of 2.0 and how sloopy it was feeling.  1.3 however leaves a vastly better impression due to it's tighter and overall better general controls and interface.

- Quick button to re Alighn an object to the floor/gird layer.

- Object Alighnmeant tools 

- Option to show Front, side, and top wireframe views in a side bar on the right hand side to make it easier to alighn objects by hand.

Really am not seeing even a vague idea of how many more blocks deluxe has over the standard version.

Do you get a steam key with purchase on Itch.io?

This is a really cool starting template I expect it to be very helpful thank you!

Notice there hasn't been any activity on the github for a while you still working on it at all or have you entirely moved over to other projects?

If you're still working on it and open to requests it would be awesome to see:

- Charge attack by holding the attack button.

&

- Ledge grab.




Has this been tested with 3.2?