Since he released the game files, I'm thinking of making Mac and Linux ports. I'll keep you posted.
Shaolin Dave
Creator of
Recent community posts
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.
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.
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.
I'm unable to vote on your game now, LDJAM just went down for some reason, but I'll try to come back.
In the meantime I'll put my comment here:
"Okay, I have to say, this is the most impressive LD game I've ever seen.
I'll start with the negative, the controls weren't all that intuitive. W to jump felt weird, I kept wanting to hit space, but that's minor. I'm sure I could get used to it.
Graphics and music were professional level. The game has tons of personality. The mechanics are the most original I've seen in a while."
- Looking forward to the updated controls. I typically use either a Logitech or PS4 controller so hopefully those are supported.
- Can't move to a newer version of Unity? Well, anyway, I was getting the same message on many apps, yours was just the first. Turns out it's because Apple is dropping support for 32-bit apps. If you replace this with a 64-bit build from the same Unity version, it should fix that (and prevent support from being dropped by Apple entirely in a couple months)
- To get rid of the splash screen, go to Edit, Project Settings, Player. In the inspector, go to the Standalone Player tab, Resolution and Presentation, and change Display Resolution Dialog from "Enabled" to "Disabled". I don't think you need the pro version.
- I don't think there's actually such a thing as a one-button mac mouse, not for 15-20 years. Anyway, I don't know of any Mac gamers who even use Apple mice. I use Razer.
Haven't gotten very far in it yet... but a few notes so far:
- Mac version says it's not optomized.
- Gamepad controls don't work for me. I can move, but none of the action buttons work, so I had to switch to keyboard.
- Keyboard controls aren't listed. I figured out space/enter is interact and shift is run, but I couldn't find the shoot button. First zombie killed me because I can't shoot. The splash screen input listings aren't helpful either, I eventually found right-click to aim even though that's not listed in the controls.
Suggestions:
- Rebuilding the game with a newer Unity version to optimize it.
- Use the InControl asset for (almost) universal gamepad support.
- Get rid of the splash screen, make an in-game menu to change graphics settings and remap controls.