There's always One Bite mode. Thank you for the complement!
Setsune
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That's below minimum spec for PC VR, and the Simulator runs in a psuedo-VR mode (even though you're not using a headset), so there might be some incompatibilities with the VR systems trying to run on a video card below the minimum requirements. I'm afraid it might not run for you on your existing video card, I'm sorry.
It is not currently. You can download the linked Just a Bite and play the Daytime section to get a small sense of the planned game, but I've wanted to rebuild the base level of everything from that prototype before I start cracking into Cuddle Kobold fully, and life has unfortunately gotten in the way.
Okay, here's the last daily build I have for Beta 4, from 2020/10/11, as well as the most recent version of Beta 5 I have downloaded from 2021/05/22: https://www.dropbox.com/scl/fo/5yc9pgwcwxba9ece1oxq2/h?rlkey=ohbu2pern0iny7tvxmy...
You can see the changes via the Commit list here: https://github.com/chrismaltby/gb-studio/commits/v2beta8.2.5 I believe you can also compile a specific version you may need by clicking on the < >'s for that particular commit, downloading that version, and following the build instructions. I have a bunch of other daily builds from around that era if you need a specific version.
Just a Bite releases are SFW. Cuddle Kobold proper will have the optional NSFW content, when it's at a point I can show. It's still extremely early into the rebuild, as I've been learning some valuable lessons from trying to get Just a Bite polished up.
I'm finishing off the last touches on the final update for Just a Bite before switching to the main game. Once that's settled, I'll try porting it to Quest 2 and see if it's functional. I'd like to get it on AppLab if possible, but it might be a little too tricky to optimize for me right now. Thank you for your interest!
It's a little further along, but broken and unfit for public release right now. I upgraded to v2Beta without realizing it introduced a serious bug due to event handling changes. I was waiting for a patch or feature addition to change it, but they moved on to refactoring the entire code base, and are now on v3alpha. I'd like to get back to it and at least wrap up the original Move-In Day, but I don't know when v3 will release. So I'm working on my VR project, Cuddle Kobold, instead. Sorry it's not better news.
Here's Rulent Tower VR! It's for both PC VR and Oculus Quest. When developing it, I made sure content was safe for all audiences:
https://setsune.itch.io/rulent-tower-vr
1. Hi there! What's your name? Want to introduce yourself?
I'm Setsune. Live in Ohio, in the US.
2. Did you participate in the last jam we held? If so, what
do you plan on doing better this time? If not, what's your reason for
joining?
I didn't participate in the last jam; I wasn't aware of it. I joined this as a good friend recommended it, and I've had a hard time jumpstarting my own projects independently. The game jam format and low impact nature of the jam might help with that.
3. What games are your favorites? Did any of them inspire you, or made you want to make your own?
Mario games, including SMB3, Galaxy 1 & 2, and now Odyssey, some Sonic games, Final Fantasy VI and Chrono Trigger, and some assorted others.
I did take various stabs at making amateur Sonic games years ago, and scripted out a Mario fan game, but ultimately didn't get far with actual production of either. I'm focused on original works now, but of course I want to echo good game design concepts those titles introduced or refined.
4. Do you have experience with game development? What did you do/with what engine?
Years ago I used to tinker with the predecessors of Clickteam Fusion, including The Games Factory, Click & Create, and several versions of Multimedia Fusion, which became the current Clickteam Fusion. You can actually get fairly far with those engines with a lot of custom override code, something a friend of mine is particularly good at, but ultimately I found it to be massively inconsistent and a pain to fight with. I hit several roadblocks I couldn't work out on my own, and it discouraged me from development for some time.
I picked up Unity a little over a year ago, and while I've made a few starts on projects, it's pretty hard to stay motivated.
5. Tell us about something you're passionate about!
I really like VR. I think it's going to be the future of some games (not all, at least not until virtual screens are nice to use). In the past I've had the Oculus Rift DK1 and DK2, and the Gear VR, and currently I have my HTC Vive and a dedicated space for Room Scale VR.
6. What are your goals for this game jam?
I want to get a project out there that's playable, something that can at least somewhat be considered finished. I'd like to learn more about the tools I use, through collaboration and practice. And if possible, I'd like to work with a team, as self-motivation has been an issue in the past. It's hard to stay dedicated when you believe no one cares about your work.
7. Any advice to new jammers (if you're a veteran)?
Not Applicable.
8. If you're a returning jammer, what can the admins do to improve your jam experience?
Not Applicable.