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Shaolin Dave McAlias

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A member registered Apr 25, 2017 · View creator page →

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Congrats on making it to the top 5!

I mentioned this on Discord, but in case you missed it, I'm offering a free t-shirt to all of the top 5. I'm having trouble getting everyone's Discord usernames so please have your team leader DM me.

My username is "shaolindave"

Congrats on making it to the top 5!

I mentioned this on Discord, but in case you missed it, I'm offering a free t-shirt to all of the top 5. I'm having trouble getting everyone's Discord usernames so please have your team leader DM me.

My username is "shaolindave"

Congrats on making it to the top 5!

I mentioned this on Discord, but in case you missed it, I'm offering a free t-shirt to all of the top 5. I'm having trouble getting everyone's Discord usernames so please have your team leader DM me.

My username is "shaolindave"

Congrats on making it to the top 5!

I mentioned this on Discord, but in case you missed it, I'm offering a free t-shirt to all of the top 5. I'm having trouble getting everyone's Discord usernames so please have your team leader DM me.

My username is "shaolindave"

Graphics look good. I like how the landscape looks like retro scaling that you'd see in an old arcade game.

It was a little hard to tell what to do. Forwards counted down to the next event, backwards didn't do anything (not even add to the distance). Left/Right didn't seem to do anything except sometimes almost dodge shots (but not really), I only defeated enemies by spamming fire and I had no idea what to do when arrows showed up.

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Saw the stream. The world building is spectacular, perfect balance between "realistically lived-in" and "charmingly jank". So if that's what you were going for... you nailed it.

Looks great. Seems they got lost a little bit so maybe a bit more player guidance would help, but overall this was a very well-polished game.

The UI is the absolute best I've seen in a Jam Game, on par with the best from any game. Great job on an aspect that most neglect.

Looked good. Like I said on-stream, some of the UX could be a bit more obvious, and if you want to continue this game then the tasks probably shouldn't be so linear (and I'm sure you already thought of that).

But overall yeah it's pretty good!

It's neat. I liked the emoji used for visual feedback, I've never seen that and might have to consider it for some of my own projects.

That said it could use a bit more polish for traditional user feedback. As Duke mentioned on-stream, it's hard to tell when damage is being done.

For your first game, it's great.

Learn some best practices (player UX, coyote time and jump buffering, etc) and you'll get much better.

Hoping to see more of your stuff in the future.

Another great submission. Previously your games were a bit wordy for my taste when it came to story. This is much better in that regard. Contrasty, there too little explanation of the game mechanics. Anyone who hasn't played FNAF will be completely lost, and the unique mechanics add another layer of confusion.

What does this game have to do with the Jam it was submitted for?

Looked pretty good. The weapon was very interesting. A bit more work on visual feedback would go a long way. Hopefully you're going to keep working on this.

Glad to see a boomer shooter in this jam. With the Mars/DooM association, I was hoping for some.

Not sure what side the satire is on,  but it's pretty funny. 

Love the visual style. Mechanics are both well thought out and seem to be implemented great as well. Hope you keep working on this.

Very cute game. Lots of potential for expansion, if you plan on continuing.

I traced an SVG version if anyone is interested

just saw this and it looks great. I never played Rick Dangerous but I do love some old arcadey action.

I’ll try the Linux version on my Steam Deck, let me know if you’d like help pitying this to Mac.

Did't get too far but I'll try more later.

My feedback so far: I'm playing on an ultrawide display, and for the most part it all looks great.  But the procedual tunnel seems to shift everything to the right side of the screen (maybe later I could take screenshots to show what I mean)

The way the elevators lowers a little bit before raising to the sky looked nice, but it actually gave me an idea to fake out the player a little bit.  What if the first few times you encounter a platform like that, it lowers you into an underground dungeon.  Then after you've come to them a couple times, you expect it to got underground, but instead it raises to the clouds.

Played the Linux build on my Steam Deck during my lunch break.  It works great.

I noticed you scaled your UI to horizontal resolution (Unity's default). I suggest you scale to vertical instead. It makes the UI more consistent on different screen resolutions, including ultra-wides.

Mac version had the same issue that your "Barbenheimer" Mac build did, and I "fixed" it the same way. 

However, there's other issues. It seems to force itself to an ultrawide resolution, and the frame rate is really slow.

I think these issues might go away if the projects were built on a Mac instead of fixed after the fact, and I'd be happy to do the builds for you if you'd like.

First: Here's my fixed copy of the game if you'd like to just share this with your players. I'd suggest just downloading it and uploading it in place of your current mac version: "fix"

FYI, I played again and it still goes to a black screen at the beginning of the second level. But at least the driving portion works.

If they have the existing version of your game, here's the steps I followed:

  1. Download Barbenheimer_Mac.zip
  2. Extract to a folder called "Barbenheimer_Mac"
  3. Inside "Barbenheimer_Mac", create a new folder called "Contents"
  4. Copy all other files/folders inside "Barbenheimer_Mac" into "Contents" (in the end, "Contents" should be the only folder inside "Barbenheimer_Mac" with everything else being in sub-folders
  5. Rename the folder "Barbenheimer_Mac" to a file "Barbenheimer_Mac.app"
  6. right-click (or ctrl-click) on "Barbenheimer_Mac.app" and choose "Show Package Contents"
  7. Navigate to "/Contents/MacOS" and find the file called "Barebenheimer" ( it should have a white page icon)
  8. Open a Terminal window
  9. In terminal, type in the following command (without quotes) but DO NOT press enter: "chmod +x "
  10. Drag "Barbenheimer" from the finder window to the terminal window. Now your terminal should read something like "chmod +x /Users/yourname/Downloads/Babenheimer_Mac/MacOS/Barbenheimer"
  11. press enter.  The white page icon in finder should turn into a terminal icon
  12. Should be good to go, now when you double-click on "Barbenheimer_Mac.app" the game should start.

I might try installing the Linux version later.

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Thanks for including Mac and Linux, I love the "no gamer left behind" practice.

NOTE: Your Mac version is actually broken. I think I've seen this on many Ludum Dares where the .app is directly added to a .zip.  If you put the .app into a .dmg disk image first, it should be protected. I'm happy to do this for it, if you're willing to share your project files.
EDIT: I fixed it without project files but it crashed at the beginning of the house level. I might give it another look tonight.

you’ll need to do a bit of Terminal maintenance. Right-click the .app, navigate to /Contents/MacOS, and find the single Unix executable file. Open a terminal window and type in “chmod +x “, then drag in the Unix executable. You should wind up something that looks like this:

chmod +x /Users/UserName/Downloads/GameName.app/Contents/MacOS/GameName

Hit enter, you should see the icon change, and your .app should be good to go!

Linux (and Mac) builds here:

https://shaolindave.itch.io/tweaked-mocsb

https://shaolindave.itch.io/tweaked-mocsb

I wanted to make some quailty-of-life improvements but having trouble finding the time. I did change the way the quit button works to help prevent accidental quitting, and slightly modified the title screen menu.

Built Mac and Linux versions, and since there was those tweaks, a new Windows version as well.

If I can find the time I'll probably do a bit more input/UI tweaking, and make sure it plays well on Steam Deck.

Since he released the game files, I'm thinking of making Mac and Linux ports.  I'll keep you posted.

I'd be nice if blocking and reporting actually did anything. 

I reported and blocked three people for literally talking about trading illegal pr0n, still see them playing every couple days, still saying nasty stuff to underage players.

Still seeing the same troll players too, calling meetings just to waste time all day every day.

The colors on the page are unreadable unless they're highlighted. Really should make those contrasting.

I guess it's 32-bit and that's why it won't work on later macOS versions?

I'm a Unity developer but I could attempt a 64-bit build of this game if you'd like.

here’s the video where i saw your game: https://youtu.be/lL4J1_omHIw

I actually already know how to do physics-based dice and implemented them into one of my Ludum Dare games.  For a variety of reasons (performance, game pace, ability to “rig” the game) I’d prefer an RNG, i’m just trying to find a way to make it look/feel like a physical dice roll.  Nintendo sort-of pull it it off in Mario Part DS https://youtu.be/0W_bNIvv3h8 (8-minute mark)

I’m sure i can figure it out, in fact I already have a general idea of how i’d do it, i just like to  pick the brains of people who’ve already done what i’m trying.

If you’d like help with a Mac port, let me know.

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Saw this on the "made with Unity" YouTube video.  I'd grab it if there was a Mac version.
I was actually curious about your dice rolling system.  Are those phyics-based or is it a simple RNG that looks like phyiscal dice?
I'm wanting to implement the latter.

(edit: accidentally said “former”)

My best score is 1240

This looks really cool.  Is it made with Unity by any chance? I'd love to port it to Mac/Linux

Just played a few times on newgrounds.  Love it.

Is this Unity by any chance? I'd love a Mac port and could make it myself if you were willing to let me

Hey, it's not loading for me.  I did play one other submission for this jam just now, so I don't think it's my system/browser.

You can leave Jams before they've ended, but I've had real-life get in the way and have had to abandon Jams midway or entirely.  Now, they're listed on my "Game Jams You've Joined" even though I didn't participate.

Please implement ability to delete these.

Hey, the Mac version won't work as you supplied it.
I saw this a lot during Ludum Dare, the .app gets corrupted when uploaded by itself, it has to be placed inside a .dmg to protect it.
I was able to un-corrupt it using some terminal commands.  If you'd like I can package it in a .dmg and get it back to you.

Decided to check this one out again.
The Mac version won't update because the file gets corrupted when uploaded or downloaded, this is a common problem I saw during Ludum Dare.

Good news, I fixed it with a chmod terminal command.  Placing it inside a DMG file before uploading prevents it from being corrupted.

I can upload my DMG if you'd like.