Sent instructions on providing more debug information. Current version is working well for me. Old versions will not work.
Recent community posts
Controls felt really smooth in game and is a lot of fun. Here's some initial feedback:
- A splash/loading screen to provide immediate launch feedback, first time I started the app 3 times before the app loaded for the first time
- The ability to hold controller left/right to adjust sound rather than pressing left 70x times to from from 100 -> 30
I'll report more as I try out all of the characters!
Some of the scenes on the cargo elevator are missing chunks which causes missing or repeated texture loads in panorama. The files were run through an automated process, but I think I need to get a clean source. The one that is live is actually from an installed Morpheus installation directory that is 15+ years old. Need to try again from a clean CD pull. I have higher quality versions of most of the assets, but they need additional pre-processing before I can stuff them through this same process.
Morpheus is a fully featured HTML5 web app written from the ground up with React and Three.js. The "downloadable" versions are Electron or Cordova wrappers which are a packaged browser running the game.
I would like to see achievements to be added. In addition, a seamless way to do the OAuth login from a game installed to the Itch.io app launcher (something that does not require the usual Oath permissions grant step) to make it easy to key users to their Itch.io account and to implement said achievements.
When I try to search, like or comment on a dev log or community forum I get an error in Chrome devtools:
Blocked form submission to 'https://itch.io/blog-post/51668/like' because the form's frame is sandboxed and the 'allow-forms' permission is not set.The URL will be the POST URL. Chrome seems to be rejecting these POSTs. I had to switch to IE to use Itch.IO :-(
14 years! Wow that is an exceptionally long time to work at a single software company. I am happy to see you taking some time off and working on your own projects. I've enjoyed your work over the years and look forward to what you come up with next.
Thanks! I've been working on this for a long time. It all started when I got a 64bit machine and was no longer able to install Morpheus to it. At one point I had a legitimate C++ cross-compiled Qt native version of the game running on Linux, Windows and Mac with plans to compile natively for iOS and Android. However, there were issues with media support in Qt. The APIs were in constant flux and I couldn't keep the app running in between Qt version upgrades. That lead me to trying to re-building the app (again) using WebGL technologies.
Getting a prototype (simple panorama) was easy. Making a polished HTML web app run cross platform has turned out to be pretty hard. But I've been working it and am getting very close to a fully playable beta release.
This thread came about very soon after I discovered Itch.io and that it could serve as an early deployment and download platform for Morpheus. I was not really ready to "release" in any real sense of the word other than myself being able to take what I had already working and get it working on the itch.io platform. The game was still very buggy and there were not large portions of the game you could play. When I did development I was always in a god mode of sorts-- able to teleport around and manipulate game state from the console.
Kind of sad that 322 days later I have not yet "released" or even entered any form of beta-- but in that time I have solved many many game play bugs (down to few known issues), implemented basic in-game menuing, implemented queued preloading of in-game assets, rewrote the 3D engine to be 2x as fast and use much less memory, cloud saves behind a google login, a sweet title screen, unit, engine and UI automated tests, and a desktop app and packaged installer. I also transitioned my build and test platform from a custom drone installation to gitlabs and kept my docker deployment systems up to date(ish). In addition, in working with the original Soap Bubble owners I am resurrecting the business entity and funding for the re-release. There's stuff I'm sure I missed but also more to come! My next update I hope to be a real beta release, with mobile platforms, EV certs and the financials ready to accept money on Soap Bubble Productions behalf.
Until then, I updated first post to reflect current progress and todos. If you want blow by blow updates, I recommend you follow me on twitter @dev_morpheus or look up Morpheus Game on facebook. You might even get rub shoulders with the original technical talent that produced Morpheus :-)
Fun fact, Morpheus was released nearly 20 years ago, but stopped working on PCs on 64bit hardware and stopped working on Macs after the deprecation of 68k Mac Classic support. But now you can go to Itch.io to download installers to play Morpheus on modern 64bit (and actually 64bit only) PC, Mac and Linux Desktop computers.
No.... I think that is my fault. My putting the game up here is a bit of a hack as it is an iframe in an iframe. AFAICT that border is appearing as a default iframe styling of the browser. I should remove the styling.
As part of my work packaging up the game for electron and phonegap I have been working to make all assets static. Once I have that build process working (https://drone.soapbubble.online/) then I can upload actual static assets for the game which is more in the spirit of how web game uploads are supposed to work.
#notatgdc but I'd sure like to be!
The general game flow are scenes which are collections of cast elements. Cast elements can be hotspots, panoramas, pictures, videos, sounds or cursors. Hotspots, when activated can change game state or transition scenes. Casts can have comparators that test against game state to determine if enabled. On-screen elements can be bound to game state to control their appearance.
I am getting close to having a game engine that can faithfully play Morpheus. I have been thinking about using the engine for a game jam as a way to work out the details of making the engine more general purpose and able to easily target other datasets. That being said, anyone is welcome to fork the code base as-is and use it for their own adventure games. I am happy to help!
I would like to use this space to document my effort at making the morpheus engine more general purpose as well as answer any questions developers might have.
Thank you for the kind words! I have previously watched your full replay because I wanted to hear all of the Spanish voice overs. They are not the best, but good for a laugh :-D. Unfortunately, the localisations were paid for by the publishers (Piranha and later Tiburon) so I do not have clear ownership of those assets so all I have are the English assets. Thank you for your support and your replay on Youtube was great!
I am working to port a game called Morpheus my family independently produced 20 years ago to modern platforms. If you want to read more about the history of Morpheus then you can find more in my devlog.
I've programmed on a variety of platforms going all the way back to the 80s. Lately I've been doing mostly web programming and I put those skills to use porting Morpheus to an HTML5 web game.
What do I need to do to get past the first scene? "Of course everything is going wrong..." The text just stays there. No buttons. I've tried click everyone on the screen and pressing keys but AFACT only the `esc` key works to open the settings.
I am able to reproduce the control lock with the following steps:
- Start game, spam left click
- Pick a backstory
- Pick a name
- Exit apartment
- Press `esc`
- Select controls
- Press `esc` twice to exit controls and menu
I personally think I should be able to walk over the bodies but it's your game :-D
Parry should not be an instant block that you can hold down, but something that must be timed correctly. It's a tricky thing to get right because now you probably need wind-up animations for every attack as well balancing the parry window. It's just something to think about. I'm having a hard time finding a good strategy to fights other than tanking hits.
Another thing, it would be nice when starting a new game to get a warning that the old game is going to be overwritten. I ended up overwriting an existing game I had when I started the game up and accidentally selected `new` instead of `restore`. I quit the game immediately and now `restore` went to the brand new game :-(
Has potential. I like the cross between point-n-click and side-scroller battler.
Here are some issues I found:
- During the first fight sequence, after leaving apartment-- I opened settings to check controls. When I left the menu and returned to the game I could not move anymore and all controls were inactive. I had to quit game.
- Can't walk over dead bodies, instead have to jump way high over them.
- Could really use a parry to block attacks
- Would be nice to be able to hold down LMB to advance through dialog faster
@leafo I have the blessing of the original developer which was easy to obtain because it was my Dad that wrote the original game and my Uncle that did all of the graphics. My Uncle owns the rights to the game which was released back to him after Piranha Interactive (which was the original publisher of the game) went belly up. There were actually localizations produced for Spanish, French and German whose copyright ownership is a little murkier that I would like to eventually get cleared up. That all being said I have the rights for the original English version as well as all of the original assets and source code.
I am working on an HTML port of the 1998 title Morpheus by Soap Bubble Productions that will be packaged for variety of mobile and desktop platforms. The game is mostly complete with just a small number of bugs that prevent a full playthrough as well as some polish needed on game menus, options, save management. I have desktop installers and an electron package for Mac, Win and Linux and am working on a cordova wrapper for mobile platforms.
The version on itch.io works well in desktop browsers. Mobile browsers, because of a partial touch interface and restrictions on when video and audio can be played, do not run well, but do run better when packaged as a native application.
In the game, you are cast as the son of artic explorer investigating the disappearance of your father. As you approach the location where your father was last seen, you begin to have your dreams invaded. The game starts as you find the ship your father was looking for.
As you explore the ship, you see apparitions of the ship's inhabitants who you saw in your dreams. Later you will enter their dreams as you continue to unravel the mystery of the Herculania.
The game is FREE while in early alpha. I am writing this as a hobby in my spare time with full support of the original Soap Bubble development team. Later, I will charge a very nominal fee for a DRM free package with unlimited and cross platform saves and a free version with a single save slot.