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trota68

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A member registered Jan 03, 2016

Recent community posts

(16 edits)

Hi, and thanks for this game!
As a first feedback on the latest published version (v0.11 - Linux), I'd like to suggest the following implementations:

- the ability to select the element(s) type to pick up when more types are placed on a table at the same time;

- the ability to select the element(s) type to place on a table when more types are helded in your hands at the same time;

- the ability to pick up the food (when realistically possible) that have been placed on a plate/dish/pad or put in a pot or bowl (without this feature, is not possible to "separate" a plate/bowl etc... from a cooked ingredient, to be saved for other uses, without using the trashcan and so wasting a still usefull food);

- allow stacking more element of the same type on the same table;

- add a shortcut to put away all "raw" food in a food crate and all the dishes in the dishes storage that you are helding in your hands (also the same shortcut could be used to pick up all elements from a table at once);

- the element type preview list that shows up next to a crate or a table could also visualize more than 3 elements at the same time when there are many element types available to pick up/put away;

- In kitchen layout design mode, it should be possible to change the type of an already placed asset in 3 steps, instead of going through 4 steps ( select the already placed asset type to remove -> remove the asset -> select a different asset type -> place the new asset in the same position) avoiding the  "remove the asset" step.

As a [Bug Report] instead:

- after the initial tutorial, when kitchen is still closed and at least a crate and table has been placed, by piking up whichever element from a crate and putting it on a table before opening the kitchen, if you then enter kitchen-layout-desing mode, all of those elements appear still placed on the tables and, after exiting this game-mode, from now on the spacebar-key starts acting as a shortcut to enter kitchen-layout-desing mode directly so that game becomes unplayble;

- the spacebar key functionality changes also in other ways unpredictably during the game (the previous spacebar key bug is the only one I was able to reproduce);

- food crates don't contain any oil bottle, that is required in one of the cooking recipes (Hasbrowns);

- take a look at the office door animations because walking through that door some times it rotates along the horizontal upper border of the door frame instead of rotate along the lateral vertical ones;

- audio settings are resetted at the end of the intro. tutorial (both when it has been completed or interrupted by pressing "F1");

- the key names used to switch the element type to pick up from a box or crate are uptdated only in the side notes sheet but not in the box/crate contents list UI element;

Thanks for your time and for your work!

[Bug Report]:

As soon as game starts (linux version), it crashes just after the Godot first screen is displayed.

My system specs.:
- OS: Lubuntu Linux 18.04.5 LTS;
- Graphic Driver: Mesa 20.3
- Graphic Card: Intel HD3000;

Here follows the execution log:

###############################

Godot Engine v3.2.3.stable.custom_build.31d0f8ad8 - https://godotengine.org

OpenGL ES 3.0 Renderer: Mesa DRI Intel(R) HD Graphics 3000 (SNB GT2)

ERROR: load_source_code: Condition "err" is true. Returned: err
   At: modules/gdscript/gdscript.cpp:829.
ERROR: load: Condition "err != OK" is true. Returned: RES()
   At: modules/gdscript/gdscript.cpp:2286.
ERROR: _load: Condition "found" is true. Returned: RES()
   At: core/io/resource_loader.cpp:279.
ERROR: start: Condition "res.is_null()" is true. Continuing.
   At: main/main.cpp:1757.
ERROR: load_source_code: Condition "err" is true. Returned: err
   At: modules/gdscript/gdscript.cpp:829.
ERROR: load: Condition "err != OK" is true. Returned: RES()
   At: modules/gdscript/gdscript.cpp:2286.
ERROR: _load: Condition "found" is true. Returned: RES()
   At: core/io/resource_loader.cpp:279.
SCRIPT ERROR: GDScript::load_byte_code: Parse Error: The class "BasePlayer" couldn't be fully loaded (script error or cyclic dependency).
   At: res://Elements/TankCharacter/ShooterController.gdc:1.
ERROR: load_byte_code: Method failed. Returning: ERR_PARSE_ERROR
   At: modules/gdscript/gdscript.cpp:801.
ERROR: load: Condition "err != OK" is true. Returned: RES()
   At: modules/gdscript/gdscript.cpp:2282.
ERROR: _load: Condition "found" is true. Returned: RES()
   At: core/io/resource_loader.cpp:279.
ERROR: poll: res://Elements/TankCharacter/Tank.tscn:3 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Elements/TankCharacter/ShooterController.gd
   At: scene/resources/resource_format_text.cpp:440.
ERROR: load: Condition "err != OK" is true. Returned: RES()
   At: core/io/resource_loader.cpp:208.
ERROR: _load: Condition "found" is true. Returned: RES()
   At: core/io/resource_loader.cpp:279.
ERROR: poll: res://Elements/GamePlay/PlayerSpawner.tscn:4 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Elements/TankCharacter/Tank.tscn
   At: scene/resources/resource_format_text.cpp:440.
ERROR: load: Condition "err != OK" is true. Returned: RES()
   At: core/io/resource_loader.cpp:208.
ERROR: _load: Condition "found" is true. Returned: RES()
   At: core/io/resource_loader.cpp:279.
ERROR: poll: res://Levels/PlanetFinal.tscn:4 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Elements/GamePlay/PlayerSpawner.tscn
   At: scene/resources/resource_format_text.cpp:440.
ERROR: load: Condition "err != OK" is true. Returned: RES()
   At: core/io/resource_loader.cpp:208.
ERROR: _load: Condition "found" is true. Returned: RES()
   At: core/io/resource_loader.cpp:279.
ERROR: start: Condition "!scene" is true. Returned: false
   At: main/main.cpp:1944.
WARNING: cleanup: ObjectDB instances leaked at exit (run with --verbose for details).
   At: core/object.cpp:2135.

#############################

Thanks anyway for this game!

(1 edit)

Hi, and thanks for this game!
As a small feedback, In game settings menù there is a bug with the Music slider because SFX is fully audable only if "Music" level is above 0%, otherwise if Music is turned off some environment sound effect (like wind and animals sounds) seems turned off even if SFX is set at 100%.

Thanks

Hi,
I was trying this game on a Linux system but, after clicking the play button, game got stuck at the loading screen.
"Player.log" file in the game local conf. directory (located on Linux at: /home/USERNAME/.config/unity3d/Quacky Studios/Sail Away) has multiple records of a NullReferenceException as follows:

NullReferenceException: Object reference not set to an instance of an object

  at InternalGroupGen.SpreadIsland (System.Int32 biomechoosen) [0x000e7] in <71b344d3b6764fe79e406073c178057a>:0 
  at InternalGroupGen.Start () [0x00021] in <71b344d3b6764fe79e406073c178057a>:0
"

My system specs are:
- OS: Lubuntu Linux 18.04 LTS (Ubuntu Derivate);
- Kernel: 5.4.x series;
- Graphics specs: Intel HD3000 integrated graphic card;
- Graphics Driver: Mesa 20.2 series (OpenGL 3.3);

Thanks anyway for you work!

(1 edit)

Hi,
Trying running this game on Linux with terminal option "-opengl3" (my system does not support OpenGL4.x version), I immediately get the following error message:

LandOfBirders_OpenGl3_Mode_Bug

My system specs are:
- OS: Lubuntu Linux 18.04 LTS;
- Kernel: 5.4.x series;
- Graphics specs: Intel HD3000 integrated graphic card;
- Graphics Driver: Mesa 20.2 series (OpenGL 3.3);

Thanks anyway for you work!

(2 edits)

Hi and thanks for this game! 

If you'll make any update it in the future eventually, it would be nice to have also an option to switch on/off music only.
Realtime light trajectory preview , while placing the available objects, would also help solving more complex levels where there are too many possible objects locations combinations available without reading the solution file (maybe it could be implemented in an "easy mode").
Another usefull feature could be the ability to zoom in/out to better see light trajectory when it would extending far away from the default game field limits.

Thanks again for  your work.

Hi,
as a small feedback, I've tested this game on Lubuntu Linux distro (Ubuntu derivate) with no broblems at all. OS specs: System version 18.04 LTS; kernel 5.4.x series, Mesa 20.2 graphic drivers (intel HD3000 graphic card).

Thanks for this game!

(1 edit)

Hi and thanks for this game.
For whoever can't start it on Linux, try run game executable (./moonday-linux/Moonday) in the installation dir. via terminal and check all debug messages.
In my case it tells me libSDL_mixer-1.2.so.0 library is missing so I need to install a proprer package (on Ubuntu 18.04 and its derivates it would be libsdl-mixer1.2 package) and now game starts correctly.

Thanks.

Hi,
Trying starting this game (via terminal) on a Linux system I get an error message:

"./LD46-LINUX.x86_64: error while loading shared libraries: UnityPlayer.so: cannot open shared object file: No such file or directory"

And in fact there is no UnityPlayer.so Linux library next to the main game executable, so please take a look at your last published Linux version .zip file.

Thanks anyway for your game.

Hi,
Trying starting this game (via terminal) on a Linux system I get an error message:

"./Fractal-Collector-Linux.x86_64: error while loading shared libraries: UnityPlayer.so: cannot open shared object file: No such file or directory"

And in fact there is no UnityPlayer.so Linux library next to the main game executable, so please take a look at your last published Linux version .zip file.

Thanks anyway for your game.

Hi,
Please take a look at your last published Linux version .zip file, since it doesn't contain the main game executable that should be placed next to the "ToiletHoarder_Linux_Data" game data directory.

Thanks.

Hi,
as a small feedback, I've tested this game on Lubuntu Linux distro (Ubuntu derivate) with no broblems at all.
OS specs: System version 18.04 LTS; kernel 5.4.x series, Mesa 20.2 graphic drivers (intel HD3000 graphic card).

Thanks for this game!

(5 edits)

Hey, don't mention it ... and as expected now with Mono support it runs smoothly!
I know using IL2CPP has the advantage of lowering compile time but, just for info, it seems that IL2CPP support, at least for now, relays, on Linux, on a few supported sysroot, the location of system headers and libraries used by your project for compilation and execution, so that if your C++ libs have a different path than mine ones or than other different Linux systems, unless those alternative locations are already taken in to account by Unity Engine, your game can't run on other Linux client systems.

Thanks, and keep up the good work!

(3 edits)

Ok, I've just founded a Player.log file in the  following configuration directory "/home/XXXXX/.config/unity3d/Duolc7/LaCaja_LaCaja-CosmicJam02_2020" which contains just one line:

"Failed to load il2cpp"

IL2CPP scripting backend has been recently made available for Linux builds as alternative to Mono (for instance Unity Editor 2019.2.x series, the last one I've used so far, would not allow Linux building with such sripting feature). So, consindering I'm using a Lubuntu 18.04 LTS O.S., it's more likely an engine bug with older Ubuntu-like systems or due to a not expected target Linux system when is different from the one on wich you have compiled originally.
As info reference take a look at this Unity forum thread: "https://forum.unity.com/threads/failed-to-load-il2cpp-when-starting-linux-build-on-mint.815664/".
Just for testing you could also try building towards Linux with Mono enabled and upload such version, then I'll tell you if that one works instead.


Anyway, thanks again for your interest!

(1 edit)

Hi, and thanks for the answer!
Referring to this link "https://docs.unity3d.com/Manual/class-PlayerSettingsStandalone.html" for what concern Vulkan / OpenGL support on Linux you have to go to Player settings (for standalone/desktop applications): Edit > Project Settings > Player.
In the Player tab look for a table  grouping  various voices as indicated in this image



Alternatively it could appear like this:



Now click on the first down-arrow or pc-monitor icon above to switch to Settings for PC, Pac & Linux Standalone and click on Other Settings.
As indicated here "https://docs.unity3d.com/Manual/GraphicsAPIs.html" you'll find a  section called "Rendering" where there are 3 graphics API options:
- Auto Graphics API for Windows;
- Auto Graphics API for Mac;
- Auto Graphics API for Linux;
If the last one for Linux was checked, uncheck it and an element list will be displayed as in the following image:



Now you should see Vulkan option as first; if there's no OpenGLCore row, click on the little plus icon on the right just below the this mini-index and a dropdown list should appear. If present, select and add OpenGLCore option and drag the just added row above the Vulkan one so that OpenGL will become the default option and Vulkan as a fallback one if the player can't use OpenGL on the target device.
At the following link you'll find more detailed technical infos about Unity Editor latest stable release (2019.3.x series with 64bit support on Mac): https://docs.unity3d.com/Manual/system-requirements.html.

Anyway thanks again for your interest!

(2 edits)

Hi,
I was trying this game on a Linux system (Kernel 5.3 series, Intel HD3000 graphic card, Mesa 20.2 graphic drivers) but I get the following error (terminal output, user name hidden):

Set current directory to /home/XXXXXX/.config/itch/apps/the-big-face/The Big Face 1.0.3 (Linux)
Found path: /home/XXXXXX/.config/itch/apps/the-big-face/The Big Face 1.0.3 (Linux)/The Big Face.x86_64
Mono path[0] = '/home/XXXXXX/.config/itch/apps/the-big-face/The Big Face 1.0.3 (Linux)/The Big Face_Data/Managed'
Mono config path = '/home/XXXXXX/.config/itch/apps/the-big-face/The Big Face 1.0.3 (Linux)/The Big Face_Data/MonoBleedingEdge/etc'
Preloaded 'libfmodstudio.so'
Preloaded 'libfmodstudioL.so'
Preloaded 'libresonanceaudio.so'
Display 0 '0': 1366x768 (primary device).
Loading player data from /home/XXXXXX/.config/itch/apps/the-big-face/The Big Face 1.0.3 (Linux)/The Big Face_Data/data.unity3d
Unable to load player prefs
Desktop is 1366 x 768 @ 60 Hz
[Vulkan init] extensions: count=18
[Vulkan init] extensions: name=VK_KHR_device_group_creation, enabled=0
[Vulkan init] extensions: name=VK_KHR_display, enabled=1
[Vulkan init] extensions: name=VK_KHR_external_fence_capabilities, enabled=0
[Vulkan init] extensions: name=VK_KHR_external_memory_capabilities, enabled=0
[Vulkan init] extensions: name=VK_KHR_external_semaphore_capabilities, enabled=0
[Vulkan init] extensions: name=VK_KHR_get_display_properties2, enabled=0
[Vulkan init] extensions: name=VK_KHR_get_physical_device_properties2, enabled=0
[Vulkan init] extensions: name=VK_KHR_get_surface_capabilities2, enabled=0
[Vulkan init] extensions: name=VK_KHR_surface, enabled=1
[Vulkan init] extensions: name=VK_KHR_surface_protected_capabilities, enabled=0
[Vulkan init] extensions: name=VK_KHR_wayland_surface, enabled=1
[Vulkan init] extensions: name=VK_KHR_xcb_surface, enabled=0
[Vulkan init] extensions: name=VK_KHR_xlib_surface, enabled=1
[Vulkan init] extensions: name=VK_EXT_acquire_xlib_display, enabled=0
[Vulkan init] extensions: name=VK_EXT_debug_report, enabled=0
[Vulkan init] extensions: name=VK_EXT_direct_mode_display, enabled=0
[Vulkan init] extensions: name=VK_EXT_display_surface_counter, enabled=0
[Vulkan init] extensions: name=VK_EXT_debug_utils, enabled=0
Vulkan detection: 0
No supported renderers found, exiting 
(Filename:  Line: 618)

If I read it correctly there is only Vulkan support, but on last Unity Editor versions I've used (2019.x series) OpenGL on Linux was still supported (but I don't know if it's the same for 2020.x series).
In case of any planned future update, it could be possible to publish a Liinux version with OpenGL support (along with the Vulkan version one)?

Thanks anyway for your work!

(2 edits)

Hi,
In case you'll publish any update in the future could you add QUERTY keyboards mapping support?

Thanks anyway for your work!

Hi,
I'm sorry but last published Linux version is unplayable cause after running main executable file nothing happen. Also trying executing it via a terminal there aren't any printed error message (only regular log. infos).
Main system specs are: Linux kernel 5.3, Intel HD3000 graphic card, Mesa 20.2 graphic drivers.

Thanks anyway for your work!

Hi, and thanks for this game.
However, in order to make it playable (again on Linux) I've had to reorder the extracted package contents by placing all "Tower Lin" directory files at same level as "Tower Lin_Data" directory.

Thanks again for your interest!

Hi,
I was unable to play your last published Linux version (kernel 5.3, Intel HD3000 graphic card, mesa 20.2 graphic drivers) since main menù "play" button is uneffective (can be selected but not pushed).
Other menù buttons are functional instead.

Thanks anyway for your work.

Hi,
I get the following error just after game executable starts running:

"Error: Couldn't load project data at path ".". Is the .pck file missing?
If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension)."

(1 edit)

Hi,
Are you planning to add english language support in the future?

Thanks for this game!

(1 edit)

Hi,
Please take a look at your last published Linux version .zip file, since it doesn't contain the "Tower Lin_Data" required directory.

Thanks

(1 edit)

Hi, and thanks for this game!
It works fine on Linux (Kernel 5.3.x, Intel HD3000 graphic card, Mesa 20.2 graphic driver, OpenGL 3.3).
I'll be happy to play it again in the future if you'll have time (I hope) to make some update (for instance on UI and other graphics/aesthetic aspects like levels context and music variations).
Also I would ask you what does that starfish indicate when it appears on  the upper left of the screen in some levels?

Thanks again for your work!

(4 edits)

Hi,

Thanks for the interesting infos, actually I've stopped with Unity Editor 2019.2.x series and also I've focused on pure coding studies (custom libraries developing) so many things got out of my sight (in particular I'm waiting for more updates to 2019.3,x series since I 've read is still too buggy to try porting all works of mine to that series).
By the way I can confirm you that with an Intel HD3000 series (mesa 20.2, OpenGL 3.3 profile) HDRP is not fully usable because of a particular shader type ("procedural shader" or something like that) that's not fully supported (even if it was in older Unity Engine versions, 5.x series If I remember correctly).
But, of course we are free to use whichever technologies we want in our works.
By the way, if I were you, I would use URP pipeline for games with stylized graphics, and HDRP for more realistic works.

Thanks again for your interest!

(4 edits)

Hey, thanks! now it runs perfectly.
Also let me compliment you for game performancies: it doesn't lag with motion blur, depth of field and bloom all turned on with full screen resolution (1366x768 on my end) using an old Intel HD 3000 integrated graphic card (year 2011) and with Linux Mesa drivers 20.2 x 64bit.
In fact usually I would force screen resolution to  800x600 and lowering quality to run recent Unity games at a decent framerate.

So, keep up the good work!

(1 edit)

Hi,
I'm sorry but I get another error (terminal output):

"Build.x86_64: error while loading shared libraries: UnityPlayer.so: cannot open shared object file: No such file or directory"

It would be better if you directly take all contents of your game build directory and package them together, since all files created by Unity Editor, at compile time, outside "Build_Data" dir. , are always needed (I've used Unity Editor too in the past).

Thank you anyway

Hi,
I was unable to try this out on Linux since latest published Linux build does not contain any executable to run, there are only game data stored in a folder called "Build_Data".

Thanks anyway for your interest.

(2 edits)

Hello,
A brief feedback:
- It works fine on Linux (Lubuntu 18.04 LTS, mesa drivers 20.1, kernel 5.3 series);
- In case you will keep developing this, you could add:
- -  random musics (plus a music on/off switch);
- -  some physical effect like make ball trajectory curving  if ball is hit while platform is sliding;
- -  a score multiplier based on single level completion time;

Thanks for this game.

Hello,
I will be happy to retry this game as soon as you'll (eventually) add a basic settings configuration functionality (screen res. / effects toggles / input schemas).
On my system it would run smoothly at a lower res. (800x600), and Input schema should be configurable for a QUERTY keyboard.

Thank you.

Hello, I just want to let you know that the Linux buid is (at least on my system), unable to handle any mouse events, as soon as the  main game menù (not the UnityEngine one) is displayed.
If you can point me to the location of an output log file, I will be happy to post its contents if it can help you inspect this problem (which, by the way, I've experienced many times with Linux builds created with old UnityEngine versions, not with more recents ones instead like from 2018-2019).

Thanks.

(3 edits)

[Linux Build]: For whoever needs playing it at a lower resolution:

Open the "prefs" xml file located at "/home/<USER>/.config/unity3d/Tom Rosbson Games/From Flames/prefs", and change the following XML field values:

<pref name="Screenmanager Resolution Use Native" type="int">0</pref> // set [0] to disable the automatic screen resolution detection;

<pref name="Screenmanager Resolution Height" type="int">600</pref> // control your preferred screen higth;

<pref name="Screenmanager Resolution Width" type="int">800</pref> // control your preferred screen width;

[Optionally]:
<pref name="Screenmanager Fullscreen mode" type="int">1</pref> // set to [0] to disable full-screen mode;

For other platforms, those prefs. are stored differently, but they can be located as well, referring to the official UnityEngine docs at this page:
"https://docs.unity3d.com/ScriptReference/PlayerPrefs.html" (look at the initial description);

Thanks.

(1 edit)

Hi, thanks for this game, but I was unable to try it cause of that Vulkan requirement.
As a Linux user I hope you'll try building  games with also OpenGL support in the future since, up to now, Vulkan is still available on most recent GPU only, while older (and not so older) hardware still relay on OpenGL.
Correct me if I'm wrong, but I think UE4 currently support Linux build with Vulkan only: if that's so why don't using Unity3D engine instead that still support OpenGL Linux builds?

Thanks for your time.

(4 edits)

Hi, after a few hours spent on this, I was near to complete last levels, when I've accidently cliked on that grayed-out button on the upper right in the menù interface and then suddently all level completion status has been resetted (!!??).
Maybe a post-click action confirmation request/warning should be implemented there.

Also to make ship navigation more realistic (and simple), I strongly suggest you to adopt a standard controls schema like this (for QUERTY keyboard):
- [A]/[D] => full left/right thrust only (producing linear moviments);
- [W]/[S] => full front/rear thrust only;
- [Q]/[E] => full left+right / right+left thrusts, producing a clock-wise/counter-clock wise rotation;

Thanks for your work.

Jubo community · Created a new topic About future plans.

Hi, thanks for this game, and I want to ask if you're planning to add some new level in the future.
Thanks for your work.

Thank you, I will be happy to play it again. Bytheway for now there are only stars over here, so I hope for some new level updates in the future.

Thanks.

(1 edit)

Thanks for this game.
Are you still planning updates (maybe just on the UI/Menù mechanics) and/or levels expansion?.

Thanks for your time and your work.

Hi,
Thanks for this game but I just want to point out that those VHS flickering effects are really too fast, intense and sudden enough that cause me the urge to stop playing after five minutes or so, even if, by the way, I do not suffer of epilepsy.
Maybe you could add an option to turn those effects off or add to them some sort of fade-in fade-out transition and slow them down.

Thanks for your time.

(2 edits)

Hi,
I will be happy to try this out as soon as a lower resolution options will be available (for my system not more of 1366x768px).

Thanks.