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Rohit

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A member registered Apr 29, 2014 · View creator page →

Creator of

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For now, you have to adjust 2 variables in your default.cfg. I made a post about it here: https://steamcommunity.com/app/1313/discussions/0/3800526843216282830/#c41450682...

Strange, I'm not getting that issue, but I'm just entering the "get all weapons cheat" in the training map and switching there. I'll try to see if the issue happens in normal play.

For now, try editing the m_yaw and m_pitch cvars in base/default.cfg. In the future I will try adding an in-game slider.

Extracting the zip into the Steam folder should be fine - just backup sin.exe if you want to play the Steam version. The only file that will be overwritten is default.cfg, but that's only because mine sets some default gamepad buttons  if you want to use one. Otherwise, the original default.cfg should run fine.

Thanks for downloading. In the future, I'll try including a modified menu file that will include an FOV slider, since someone else wanted it. I'll take a look at your other suggestions too - multiple people have mentioned the menu sound issue, it's strange. The issue seems related to the data files I test with.

For now, a good place to send bug reports is on the Github repo.

Thanks for the kind words! I'll definitely take a look at console and crosshair scaling for the next update. I'll take a look at sound too, it may be the attenuation model I use for OpenAL.

I'm not sure. Unfortunately, I'm not very sensitive to screen tearing so fixing it wasn't a priority. Maybe try finding solutions to vsync on Quake 2 and see if they work here? Sorry if this isn't helpful.

Thanks for downloading! Some good suggestions here, but I'm not sure what you mean by HUD scaling - do you mean that you want it smaller? It is currently larger than it is in the official release.


I believe rope physics should work, but I'll check them again.

Yeah, Dominatrix doesn't read configs/saves from its game directory now. In the future, I might update it and allow the player to set a cvar if they want the old behavior back.

I think this is a high refresh-rate issue. Try going into the console (~) and entering "cl_maxfps 10" and see if that works (don't worry, it shouldn't actually set the FPS to 10)

I'll need to see how that command works and figure out a better way to handle this.

Can you confirm if there is a "dominatrix" directory and config.cfg in your user folder? On Windows this should be in "AppData\Roaming\dominatrix\base".

Thanks for downloading it. I agree that the radial menu needs work - I've had issues trying to select the bottom weapon. I'll try to have this fixed eventually.


Aim assist is a neat idea, but would take a little more work.

Thanks for playing. I'm currently working on my next game, but I may get back to this later. You can make your own levels by following the instructions here: https://github.com/rohit-n/Clonepoint/blob/master/Modding.txt

For some reason, this breaks in the second visit to Hell's Kitchen (04_NYC_Street). After talking to Paul in his apartment, the barricade to the NSF headquarters is not removed.

Thanks for playing. I'll introduce an option to disable those idle animations in a future build.

Thanks for playing.

1. I can't reproduce the crash with the skull door. If you can record this, please send me a video.

2. Were the blood splatters white, or were they a different texture altogether? I've noticed decals occasionally switch to a different type, but never just color.

I just removed the "inspecting" plasma rifle animation - I personally found it too obscuring as well. It won't be seen in the next demo day.

The mouse sensitivity issue indicates that FPS is a factor, since I think the Vulkan renderer has a higher performance. I'll try to fix the root cause, but if I can't, maybe I'll just raise the limit that users can set to sensitivity in the options menu sliders.

Movement/collision code definitely needs work. I'll try to spend a dedicated block of time of fixing them.

Thanks, the new build fixed it.

(2 edits)

Unfortunately, I'm getting an issue with the Linux version on my Manjaro laptop. All I get is the following output:

malloc(): corrupted top size
Aborted (core dumped)
 

Here is the output from GDB:

malloc(): corrupted top size
Thread 1 "Ctesiphon" received signal SIGABRT, Aborted.
0x00007ffff6f1f82f in raise () from /usr/lib/libc.so.6
(gdb) bt
#0  0x00007ffff6f1f82f in raise () from /usr/lib/libc.so.6
#1  0x00007ffff6f0a672 in abort () from /usr/lib/libc.so.6
#2  0x00007ffff6f61e78 in __libc_message () from /usr/lib/libc.so.6
#3  0x00007ffff6f6878a in malloc_printerr () from /usr/lib/libc.so.6
#4  0x00007ffff6f6bb01 in _int_malloc () from /usr/lib/libc.so.6
#5  0x00007ffff6f6d936 in calloc () from /usr/lib/libc.so.6
#6  0x00007fffe397682a in ?? () from /usr/lib/dri/i965_dri.so
#7  0x00007fffe39768c0 in ?? () from /usr/lib/dri/i965_dri.so
#8  0x00005555555d8673 in DebugDrawer::init() ()
#9  0x00005555555dc751 in init() ()
#10 0x000055555555c1d9 in main ()

Seems to be graphics related.

Good work on the C++ conversion. The only weird issue I noticed is that clicking the "Quit To Desktop" button's bounding box in the "Press Space" menu will immediately exit the game. This might confuse a player into thinking the game crashed. I'd recommend disabling mouse input in that menu state, and maybe re-enabling it 50ms or so after hitting space.


I didn't encounter gameplay issues. Can't wait to see new levels.

Thanks for playing. I've noticed that some users have issues with mouse sensitivity, even at the highest values. For now, you can work around this by editing the config.cfg file in your user folder and setting the sensitivity_x and sensitivity_y values to whatever number is good.


I'll look into collision issues, and hopefully fix them by the next time I submit to demo day.

Congratulations on the C++ move, and hope it pays off in the long run. The game runs out of the box on my Manjaro desktop. As for the game, all I can say is that what's currently there seems to match the experience in the LibGDX version. I assume the reason why rockets don't damage the player is that combat isn't ported yet?

(1 edit)

I ran into this exact GLSL issue a few months back. Excuse the plug, but I wrote up my solution here, if you want something that's backwards compatible: https://coaldev.tumblr.com/post/170129777035/preprocessing-glsl-shaders

Since you're using C++, you may have an easier time implementing this.

At times, I was able to move through the yellow squares by hitting their corners at diagonal velocities.

Running this on Manjaro Linux gets me the following output:

OpenGL ES 3.0 Renderer: GeForce GTX 1070/PCIe/SSE2
ERROR: operator[]: FATAL: Index p_index=1 out of size (size()=1)
   At: core/vector.h:138.
handle_crash: Program crashed with signal 4
Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues
[1] linux-gate.so.1(__kernel_sigreturn+0) [0xf770fc90] (??:0)
[2] ./Alphaman_linux.x86() [0x80cbaee] (??:?)
[3] ./Alphaman_linux.x86() [0x80e0e63] (<artificial>:?)
[4] ./Alphaman_linux.x86() [0x816afc1] (<artificial>:?)
[5] ./Alphaman_linux.x86() [0x80728e9] (??:?)
[6] /usr/lib32/libc.so.6(__libc_start_main+0xf3) [0xf750c793] (??:0)
[7] ./Alphaman_linux.x86() [0x807b305] (??:?)
-- END OF BACKTRACE --
Aborted (core dumped)
I get the same issue when running youmu-wip. Guess Godot doesn't like my PC.

Running on Linux gets me this output:

OpenGL ES 3.0 Renderer: GeForce GTX 1070/PCIe/SSE2
ERROR: operator[]: FATAL: Index p_index=1 out of size (size()=1)
   At: core/vector.h:138.
Illegal instruction (core dumped)

Minor spelling error (brough -> brought)


(1 edit)

This only appears to have Windows binaries.

EDIT: Ran it in Wine. Pixel art looks nice, game mechanics are solid. Would be nice to get controller support or rebindable controls, since J/K/L are a little awkward for me.

Had trouble finding the shotgun since it camo'd nicely with the asphalt at the end of the road. Would have been better to place it at the bench near the shells. The gun itself looks and performs nicely, though!

The loading screen is also a nice addition.

I like the new "cyber neon" look and feel you've given to the main character and in the music. My only issue is that "interact" and "reload" are unbound by default. I got killed the first time when I found myself out of ammo and unable to react. However, even if the key is bound, I recommend auto-reloading when this occurs.

"Interact" being unbound feels awkward since you literally need it to complete the demo.

Visuals and polish in places like physics and movement are nice. I found the game a little difficult and wasn't able to get farther than the first checkpoint. Maybe I just need to get better.

I'm not a fan of slowing the player down when they do the swipe attack, because I don't having my movement interrupted. Maybe this could be done for throwing rocks instead.

Liked the old school touch on finding the secret.

Looks really good. Like the open-ended level design and weapon feel. Good progress from last Demo Day.