🤑 Indie game store🙌 Free games😂 Fun games😨 Horror games
👷 Game development🎨 Assets📚 Comics
🎉 Sales🎁 Bundles

SkyCharger

185
Posts
9
Topics
1
Followers
A member registered Jul 14, 2016

Recent community posts

interesting concept, but the action-select-system needs a bit of work. (moving to the desired action is a bit too sluggish)

perhaps you could map the numeric keypad (rightClick+number) to the actions.
(5= move, 8=hand,9 = teleport, etc. basically the same placement pattern as the current selectByMouse system)

You haven't checked it for comments for half a year?! (sorry, but that IMHO counts as borderline legal ignorance)

I've just checked the Kong version and it has comments in a broader but clearly similar vein to what I said, so "no one complained about "too high jumping after boosts"." is a clear lie.

you got my comment backwards.

I've gained enough boosts that the tolerances of some passages have become too tight.

bug/oversight: jumping is not throttleable, while some passages become nigh-impossible after a few 'insignificant boosts'.

it means it runs smoothly

originally tried it on Chrome on my work-mac

on firefox 56 (last true firefox IMHO) on my home-pc (win 7) it runs like a train

collision detection is seriously wonky.  

A. many platforms act solid when this would fully block further progress

B. trying to jump from a platform jetting out of a wall has a tendency to produce a wall-slide, ruing the attempted jump.

super laggy.

Only one out of ten times does it respond to moving the mouse

doesn't even switch from title-screen to main menu.

why don't objects have collision in the middle?

stand on the left or right edge and you're ok, but try to stand in the middle and you fall through.

set background to red, sonar to blue.

played on mac version of chrome.

sonar failed after a about a minute, can't even see the pulses anymore.

have tried it a few more times, the generated worlds are just too small and the world edges are unfenced.

fell into the infinite void in just a few seconds.

first boomerang puzzle is impossible.

boomerang's action-radius is too small to reach all the required barrels. (unless the solution simply doesn't register or barrels should relight boomerang)

too many deaths caused by lag making jumps untimeable. 

short

mac: 

A. main menu doesn't scale with resolution, minimal screen-size for buttons to be accessible is a bit too laggy.

B. Need to jump to get free from backing into a wall. (collision detection should push character to the closest valid position, not just halt movement)

mislabeled: Windows-Only

doesn't execute. Webconsole shows no response when clicking either button, so can't rule out the button as not being registered by the 'actual console'.

Mac: file appears to be damaged/corrupted

It feels a bit too short and I'd like it if you'd include some stairs (too signify that we have reached the end of the puzzle/game-area)

Mac: camera movement is too spastic, really disorientating. (too many times that I couldn't tell how many times the camera was turned around during one movement of the mouse.)

I already suspected it was something like that.

on another note: I'm having problems with 'grabbing' the sliding stones.
When I pull grip is too easily lost, frequently resulting in the stone sliding back to where it was. (really annoying when I need to pull a stone pushed against another)
and pushing doesn't work if I'm practically against the stone.
solving both would improve the laser puzzles immensely 

I had exited via CMD-Q while in the first tunnel and when I went back to playing, the flashlight was turned back off and it didn't respond to "R".

attempting to 'fix' it by new game first resulted in the tunnel being inaccessible (I presume a leftover anti-escape block it should have deleted) and in subsequent new games WASD never activated, making the first tree 'inescapable'.

I think new game needs to be a bit more thorough in what it deletes.

Mac: Critical flags are corrupted when you exit after entering the 'tomb' but before the fall.

had to wipe ˜/Aplication Support/unity.smolhold.Disoriented just to get the game back into a playable-state.

Posted in Ruins comments

Based on the (user-level) simplicity of the interface, I think you could map it to the numpad.

windows only, please update link.

camera is too jittery.

A. Too much happening, renderer can't keep up. (I suggest you make low-poly versions for distant objects)

B. mouse-look covers only 90°, forcing me to defocus and then refocus the browser if I need to make a turn beyond that range.

resolution is general advise: I've seen too many games that only allow maximum resolution while using mediocre (or worse) rendering routines.

(Edited 1 time)

MacOS: needs to support more than screen-size as resolution. (allows for better frame-rate)

page unreadable (same color for foreground(letters) and background)

bug: arrow keys have not been released from page-scrolling.

(Edited 1 time)

A. Mac, (el capitan).
only the lower quality setting give semi-smooth frame-rate at 640x480.

B. I've had many moments where red crosshairs did not connect. (even if the response was immediate, the target could easily jump way before the connection could be made)

C. then it's understandable, but think (like the classics you mentioned) that the bosses should stay dead. (edit: I hadn't saved after one of the bosses (due to some post-boss-disorientation and mistook its return after dying for it respawning)

Three problems: 

A. low fps at anything above 640*480

B. claw lags too much to be useable on 'spider'. (could be due to Bad framerate-handling and thus be caused by A)

C. Backup/save does not include enemies killed (or they should not trigger when already selected/in use.)

would be nice if the sonar was (minimally) functional.

Created a new topic web version unplayable

A. Due to the fact that the game doesn't lock the mouse and the lackluster scaling of mouse-movement I spent more time on getting my character orientated properly than on movement and it makes it so that I can't switch between looking forward and down in a reasonable timeframe.

B. the physics of the trees/plants are wonky at best (seems that their collision mesh and visual mesh don't match up.)

Created a new topic doesn't load

rpg_managers.js:1756 TypeError: Cannot read property 'length' of undefined
    at Object._.setupPartCount (SRD_CCEX_DynamicActors.js:145)
    at Function._.loadAllNotetags (SRD_CCEX_DynamicActors.js:134)
    at Function.<anonymous> (SRD_GameUpgrade.js:790)
    at Array.forEach (<anonymous>)
    at Function.DataManager.isDatabaseLoaded (SRD_GameUpgrade.js:789)
    at Function.DataManager.isDatabaseLoaded (YEP_CoreEngine.js:639)
    at Function.DataManager.isDatabaseLoaded (YEP_BaseParamControl.js:528)
    at Function.DataManager.isDatabaseLoaded (YEP_BattleEngineCore.js:1041)
    at Function.DataManager.isDatabaseLoaded (YEP_X_AnimatedSVEnemies.js:871)
    at Function.DataManager.isDatabaseLoaded (YEP_DamageCore.js:766)
SceneManager.catchException @ rpg_managers.js:1756
SceneManager.update @ rpg_managers.js:1717
requestAnimationFrame (async)
SceneManager.requestUpdate @ rpg_managers.js:1704
SceneManager.updateMain @ rpg_managers.js:1795
SceneManager.update @ rpg_managers.js:1714
requestAnimationFrame (async)
SceneManager.requestUpdate @ rpg_managers.js:1704
SceneManager.updateMain @ rpg_managers.js:1795
SceneManager.update @ rpg_managers.js:1714
requestAnimationFrame (async)
SceneManager.requestUpdate @ rpg_managers.js:1704
SceneManager.updateMain @ rpg_managers.js:1795
SceneManager.update @ rpg_managers.js:1714
requestAnimationFrame (async)
SceneManager.requestUpdate @ rpg_managers.js:1704
SceneManager.updateMain @ rpg_managers.js:1795
SceneManager.update @ rpg_managers.js:1714
requestAnimationFrame (async)
SceneManager.requestUpdate @ rpg_managers.js:1704
SceneManager.updateMain @ rpg_managers.js:1795
SceneManager.update @ rpg_managers.js:1714
requestAnimationFrame (async)
SceneManager.requestUpdate @ rpg_managers.js:1704
SceneManager.updateMain @ rpg_managers.js:1795
SceneManager.update @ rpg_managers.js:1714
requestAnimationFrame (async)
SceneManager.requestUpdate @ rpg_managers.js:1704
SceneManager.updateMain @ rpg_managers.js:1795
SceneManager.update @ rpg_managers.js:1714
requestAnimationFrame (async)
SceneManager.requestUpdate @ rpg_managers.js:1704
SceneManager.updateMain @ rpg_managers.js:1795
SceneManager.update @ rpg_managers.js:1714
requestAnimationFrame (async)
SceneManager.requestUpdate @ rpg_managers.js:1704
SceneManager.updateMain @ rpg_managers.js:1795
SceneManager.update @ rpg_managers.js:1714
requestAnimationFrame (async)
SceneManager.requestUpdate @ rpg_managers.js:1704
SceneManager.run @ rpg_managers.js:1610
SceneManager.run @ YEP_CoreEngine.js:818
window.onload @ main.js:8
window.onload @ SRD_GameUpgrade.js:1029

(Edited 1 time)

Mac: no matter how large a marker is it only works when you shoot the precise center.

other than that, good atmosphere but a bit too short.