Recent community posts
Hello! I believe this is an acceptable build to upload to Steam, but if you have a few spare minutes, would you mind giving it a shot? It should be very much the same as before, but have a containing directory, be a tar, and the pesky MacOSX folder should be gone.
Great idea - sadly since Apple has been irritating me for years (longtime Apple user), I've mostly switched to PC for dev, and have been obv losing sight of my UNIX chops. Will add the root folder to assist and that lame _Mac folder can disappear.
Great to hear - and I have seen that issue as well. We're nearly done with a much-needed big update to the game itself, and that should resolve the mouse issue. Thanks again so much for the help!
Thank you for the ping on this - we're crunching on our new game, but I have just now put up an UNTESTED build of morphe for Linux....aaaaand I've made it free!
We'd really appreciate any feedback regarding the Linux port - once we get word that it seems to work properly, we'll put it on sale, but in the meantime we want folks to be able to try it out w/out worry.
Hi Begounet - super appreciate this. Like, a ton.
We're having a busy week actually prepping a patch for the game (of which most of what you describe re: bugs contains fixes for). We will review, and I'll be sure to get back to this topic asap (few days) w/some responses, and hopefully have fixes for a lot of the little quirks.
Thanks so much Atlas! It's been done since damn near April but our publisher is trying to get it somewhere cool like Humble monthly or something, super fingers crossed. But at this point, we're ready to call it and just release on steam + itch. Should be this summer!
Hello - thanks for trying to play! The description of the game explains that it requires two twin-stick controllers to play, but when I get around to it I'll add this information to the intro screen as well so it's more clear.
Each player must be able to move/aim and fire - even if I added keyboard/mouse controls that would only account for one player.
Really glad you liked it!!! Will watch the Let's Play in a bit - this reminds us that we should put up one of those notices that people are free to stream/do what they want w/our games. Will do soon!
Nice, i'll have to look into that - if you're like me (sounds like you are, coming from Unity, trying to get pixel perfect) I'd suggest Godot. It's been very Unity-like, and pretty straightforward to get pixel perfect going.
Thanks for the feedback, glad you enjoyed. We're currently redoing the game for GearVR (and now probably Daydream + others), and after your comment we've got SteamVR on the table too. We don't currently have a viable headset for testing, but can possibly get a hold of one. If we start active dev, we'll let you know - if you'd be interested in helping playtest, that'd be great!
Also just tried out ClickTeam Fusion 2.5 (get on Humble currently) - while it feels older and is definitely more basic than others, it seems a pretty good way to make more authentic, older games.
Yeah, I did a few experiments w/2d and it does suck. Unless you did some kind of fluid, always-moving, dynamic thing in 2d.
Having done a fair amount of Unity stuff in 3d, I've been craving some nice, traditional pixel-perfect 2d, and I think that the Godot engine is my new go to tool for that.