Thanks a lot for the promotion! 😀 I added the standalone builds now, too!
Recent community posts
I had some problems to see what exactly my mage currently does (e.g. the fireball was pretty small). An ingame tutorial would be helpful.
At this stage some sounds would be a good addition, to have a bit more feedback what happens around you.
thanks for noticing my little project. I can upload a download version, no problem, just give me a few days. And yeah, I know about MiniBASIC, it's really cool!
Hey, I'm happy you like Mondar's Dungeon! As the game doesn't randomize the meaning of the cards (only the "dungeon"), we thought it would be more interesting to have people find out what each card type does by themselves. Basically you can double-click each card, and combine each card with other cards, and those are pretty much the only gameplay. Maybe some other users wrote guides. <_<
What I usually recommend is drawing your own map of the dungeon that gets generated, as there is no in-game map.
I entered last week's One Hour Game Jam (#407) by creating a very very small game called CIRCLING.BAS, written in Small Basic. The special thing about this is the fact that I used my own fantasy "console" Games for Rats for that. I hope to extend this in the future, both with more small games and with more functionality.
I also uploaded a short video on Mastodon!
ratking / ratrogue
Congratulations on beating the game, and of course thank you for playing! :) Balancing definitely is an issue, the whole thing came only together at the last two hours or so.
We do want to polish this jam version. But for a full game, maybe let's ask the cool friends...?
Thanks for playing and posting a video! I think you encountered a strange bug with some frozen enemies, but I guess it didn't really matter. Hopefully we'll have a fixed version soon (and also more visual hints in the first part of the level on where to go ;)!
thanks for the updates! Can you please put the EXE into a persistent folder, so like "1BITDRAGON" instead of "1BITDRAGON 4.0" or "1BITDRAGON 4.1" etc. Because I use 1BITDRAGON via the itch launcher and instead of overwriting the files it creates new folders and gets confused which EXE to start.
Also I still find that the zoom function more useful if it also would be possible to pan the view via middle mouse drag&drop or so.
Help, the Right Trigger lock-on doesn't work for me! (Using Redream with an Xbox Controller). Other than that I'd love to see this developed further, maybe with more and bigger levels instead of respawning enemies at the same place all the time.
Edit: seems like I needed to rebind the Right Trigger in Redream, it works now
They're spells, you can do different things with them. Your actual task is described in the beginning of the game.
Thief is the greatest stealth game of all time. :) But I don't think this caters to the same audience.
For now I keep the default chunk size of 8 (you can change it anytime for yourself of course), because I noticed that a chunk size of 16 slows down the editing a little bit.
I don't have much further optimizations in mind. What I can imagine is automatically adding LOD groups to chunks, with the Culling level already set to a user defined value. Maybe it would even be possible to do some simplification of the chunk meshes for LOD 1, but I really don't know how, and it feels like a very extensive addition.
Also I was looking into texture arrays, but they have some restrictions (all textures need to be the same size, for example), and also I'm not confident they would actually help with performance that much. (They would help with greedy meshing though, I guess.)
In any case you should use occlusion culling, which Unity can do for you.
thanks for using bloed! I will read the articles, but to be honest I thought a lot about optimization possibilities before and a lot of them are not possible with the bloxels system because
- although of course constrained to a 1x1x1 grid, they can be of any shape (not only cubes)
- they can/will have textures with UV coordinates on the texture atlas that are not in a fixed grid
- they can have a noise factor (defined by the BloxelTexture) so all vertices have to exist reliably
It is already possible to set the size of a chunk when you're creating a new BloxelLevel, so you can only change this on initialization. Right now the default setting is 8 bloxels in the X, Y and Z direction, but I'm thinking about changing the default to 16. Chunks are generated on the fly when changed bloxels are registered, so there is no need to set an amount of chunks.
Good job! I think it's mostly claustrophobic because of the walls, not because of having only three lanes. :P
With version 1.0 bloed has official support for URP, though the example Bloxel material still has to be updated by hand (as you can change it as you wish).
Version 1.0 should fix the issue with missing chunks. If there is another issue, please report!
That's really strange indeed! Can you send me a test project (as simple as possible)? (friedrich * ratking * de, with the first * being an @ and the second * a dot.)
Yeah, I already did some tests and noticed the same problem with the internal materials. I will try to improve the situation and remove the shader for the 3D cursor too, but I will probably need a few days, sorry. (Too many other projects...)
Just write your questions where you feel the most comfortable!
Ha, okay. :-) I will definitely should test URP support more though, there might be problems I'm not aware of right now.
Thanks for using bloed! URP should be supported by just changing the materials - I think there is even a tool for that provided by URP that automatically switches the shader. To be extra sure I will do some tests with URP in a few days.
EDIT: To be clear, the most basic bloxel material consists of the standard shader with the texture atlas as main texture.
There are actually save points, so it shouldn't be a complete restart every time. If it is, then it's a bug, sorry.
Hm, it should be as easy as just clicking each sheep. If it doesn't work, there might be a bug - sorry about that!
I find it cool that I can zoom into the interface with the scroll wheel, but I can't find out how to pan when zoomed in. Usually I would suspect the MMB or Space+LMB. If panning doesn't exist, could it be implemented? :)
I love the NEON STRUCT universe, still waiting for a real sequel! (Title suggestion: NEON CLASS...)
Desperation Column has an awesome style, and some cool ideas - I love the evil corporats. And the oldschool robots. Got 6/8 keycards so far and even got to the top room I think
I would only criticise the balancing - the enemies are much too easy, and I only got in trouble when I didn't have ammo any more.
This one I made as an introduction (should be visible on the itch.io page?), but I confess it's not very good. I plan to make a new one soon.
Thanks! I would probably do more updates, but there is not a lot of interest unfortunately. And I don't use it for any project right now. <_<
Unfortunately I don' really remember what I did to get stuck, I think I went to the ground floor and then tried to get back and couldn't get out of the elevator any more. Very likely I paused inside.
Thanks for the comment! The controls are definitely unusual; something like this mostly happens when one tries to combine somewhat incompatible things - in this case, FPS far-range combat, combined with turn-based gameplay on a grid. I might want to improve this though.
Very atmospheric! Unfortunately I got stuck in the elevator, but I guess that can happen in real life too ;) Anyway, it's a very nice start, I'd like to see more! Especially since Synther won't get released it seems.
Unfortunately this doesn't tell me much. I guess the Unity version of Pitman is pretty outdated. Sorry for that!
Damn, I will try to look into it. No idea how, though, I don't have a Mac. Maybe you can send me a log file of the crash?