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SkyCharger

165
Posts
9
Topics
A member registered Jul 14, 2016

Recent community posts

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.

zoom extremely glitchy, can't get it back to a functional view, preventing me from affecting repairs to the plants I've placed

A. cube frequently glitches through floor.

B. camera doesn't refocus on cube when resetting while in a segment's second (or more) area..

responds too sluggish to jump-commands.

Just tried the standalone OSX version.

A. low framerate at even the lowest quality setting at the only resolution available 1680x1050.

B. resurrection/navigation doesn't work/respond most of the time. (maybe due to frame-rate issue)

I've tried again: seems that WebGL doesn't understand the image/model-format your using, rendering only the text visible on an otherwise black screen.

Chrome.

to be specific, while some text and apparent buttons show up, they don't react to anything.

webplayer

on OSX with PC-mouse  it's right-click.

doesn't function at all.

concept is good, but the controls are a bit too inconsistent to make it playable.

would help if an outline of the covered area is shown while selecting a pylon position.

That's going to be difficult, the lag has caused many falls and the game performs a full reset after too large a fall instead of simply resetting to the beginning of the current puzzle

doesn't load.

Lags a LOT. (it's bad enough that even at 640*480 the average framerate is pulled down to .5 frames per second)

How many times does it take to learn not to claim a win-only game as being for all operating systems?

controls are too imprecise to justify the relatively high starting speed.

Created a new topic inconsistent steering

the amount of turning you get when using the oars doesn't seem to correlate with how much you use the oar.
(one moment little force led to a left turn while the next it lead to heading straight forward.)
neither does it seem to correlate with where exactly it is used.

If there are other factors, we should have feedback about them. (EG: change sound dependent of what 'soil' the oar gets stuck in.

you may want to limit your draw-distance, frame-rate and sound quality drop while in large open areas like the meadow in the east (assuming 'library' is south)

basically same issue