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Vivid Warthog

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A member registered Nov 05, 2016 Β· View creator page β†’

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T-shirt has been re-used quite a long time ago already πŸ˜„ I have been even more eco-friendly in Chapter 3, near the big hole - but I used even that already - and my only remaining container is green, and nowhere to make it transparent, except for myself which is not healthy,  so I could recycle.

I've also tried to create a medieval flashlight - in hope for some critical fears - or something - but looks like a no go.

I guess I just made too much mess πŸ₯² (because I've realised that I can actually run from brown triple-K only after I've wasted all my health and warfare - should have read Page 10 more throughly before playing the game πŸ˜…)

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If the alternative is the red bundle, I read but left the know-how behind me - is it still usable?

I also got the blunt stuff and the bright stuff. And just 11 health πŸ˜‘

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Is it possible to get stuck in Chapter 3?

There is a passage with triple the surprise and I don't seem to have anything to cope with that.

For example, the Cheetah Annihilator (from C64GS), which uses PotX for the second button - which is iirc the same as the second mouse button, so if you'd be implementing mouse support, you'd have right-mouse button "menu back" functionality already in place πŸ˜„

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One minor improvement idea that I feel would be super handy, is to have a support for 2nd fire button to return to the previous menu quicker - especially useful for inventory menu, so there is no need to move cursor to "quit" tile to go back

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I must say - I love the controls implementation. I've always rather avoided joystick controlled adventure games because of the slow and cumbersome controls. But here, the controls are genius. As described in one of the comments below - the joystick movement is reduced to the minimum. But since the scheme is new, it needs a little bit of the time to get accustomed to - but once you get it, it plays great.

Just FYI, the game works properly on both JiffyDOS and SpeedDOS (slightly slower fast loaders)

I've found the problem - seems the game is not compatible with DolphinDOS kernal (to speed up the disk drive).

When used with DolphonDOS, after selecting "new game", instead of "a week ago..." There are couple of color flashes (white, red, cyan) and then the frozen GUI with black game area appears, and the music is not playing, just the few notes then silence.

Hope it helps.

Hello Windigo!

A question - when I start the new game all I get is the GUI with flashing joystick and a beating heart - the play area is black and the game doesn't react to any joystick movement in neither port 1 nor 2, is this normal and I just don't know how to start or is something glitching up? πŸ€”

Awesome game, once you get used to the controls it's almost relaxing 😌 

But due to brownouts I've lost progress few times already - is there any possibility to choose a starting level? Any cheats/trainers? πŸ˜„

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The game is now released on Steam πŸ˜„πŸŽ‰

BRANELorenzo, do you think about releasing it also on GOG.com in some (hopefully near) future?

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This is the most useless piece of software that I can't live without anymore ❀️

Works best when I share the screen at work.

It should be build into the OS as far as I'm concerned πŸ˜†

But I'd like to ask about the possibility of a feature that I'd dearly love to have - do you think it would be possible to implement auto-disable/pause when another fullscreen/fullwindow is focused/topmost?

Not to be confused with maximised windows, I mean true fullwindow applications, like dx11/dx12 games in (borderless) fullscreen mode.

Currently I experience an issue when a game is opened, the Paw still makes sounds and use resources (GPU in particular) when a game is running topmost. So I need to first remember to disable the Paw before running a game and enable it afterwards, it's very inconvenient.

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I think system cursor is required for you to be able to click on anything precisely.

But if you want, to can set the transparent cursor image in the system mouse settings (you need to find transparent .cur image online though) or try as I did, set the red dot as the system cursor (like a laser pointer, lasers and cat paws are like bread and butter)

Best PS1 platformer game that wasn't, period!

Try the newly updated cartridge version, should be fixed now πŸ˜„

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...D64 version works fine πŸ‘

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I can confirm same thing happens on a CRT version on Mister FPGA.
Time to go through the game again to check the D64 version πŸ˜„

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Man, this soundtrack is SUCH A BANGER!

α••(βŒβ– _β– )α•— β™ͺ♬

Awesome job, I love it, can't wait for the full release :D

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Thanks for clarifying the use and scope of generative AI, appreciate it!

I love the idea and sound of the dynamic soundtrack, do you plan to change/evolve the music as the game changes/progresses? Reminded me of iMuse that was awesome, but unfortunately somehow forgotten when streaming prerecorded music became a norm.

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Help needed!

Can't stop listening the C64 soundtrack!

Your translation finally makes sense, I've actually used machine translation to read the description, but I've translated it to Polish, but it seems that the translation was done so poorly that I didn't get they fall due to player actions πŸ˜†

Well, having this new knowledge, it's time to try the game again πŸ˜„

Oh, so it's by design.

Sorry, I was accustomed to how rocks fall and slide in games like boulder dash, my bad πŸ˜” 

That's some interesting rock mechanics then, but could be more explained, otherwise could be hard to understand what's going on when some rocks start to fall in some random place πŸ˜„

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Interesting game, fun to play although a bit glitchy.

Sometimes rock don't fall when they should, sometimes they fall where they shouldn't, for example when I stand in a tight tunnel and drill a stack of rocks, I die instantly because a rock that should not be able to fall on me, as there is a ceiling above my head. (See screenshots)

Sometimes they just freeze in the air.

Sometimes there appears an empty space that I need to drill through.


Great game, I really enjoy playing it!

Also, I love how you used the color maps to simulate light, that's super clever!

I hope to see more games from you πŸ˜„



It's not free, if you are curious.
Construct 3 engine is quite similar though.

Multimedia Fusion 2, haven't seen that in a while. Good times...

Finally got it πŸ˜„

If anyone struggles, three hints:










* You want to fight 4 guys

---









* first get the shield

---










* You can go back on the one-way tile

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Any hint for level 24? I can't see the branch I should follow, no matter how I go, I end up with 3 guys and 9 health or 4 guys and 11 health πŸ˜”

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Spoiler alert! πŸ˜„

I can confirm that the same issue happens on MiSTer when 128k is using 48k video timings

Nevermind, found out myself πŸ˜‰

...and that's a very interesting looking building at the end. I'm pretty sure I've seen it somewhere before πŸ€” πŸ˜„

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Great game, awesome music!

One question though, how long is the game?

It's late and I don't know if I should power off or continue until the end πŸ˜…

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I've never seen a sokoban with such attention to things outside of box moving, every clone was just the core, stripped down to the bare logic puzzle part.

But those non-core additions actually make the core game way more enjoyable and fun, it's great that you revived the whole :D

BTW, since I don't have an equipment to test it right now, does the "map testing" involves automatic map testing or just the manual?

Make sure you get the latitude and longitude right, not in reverse like I did πŸ˜…

Hello!

Thank for the feedback πŸ˜„

Of course, what I've suggested might sound nice in theory, but every theory is worthless unless checked with the reality, and to check this properly was to actually try it in a game. And it looks that in this case it was a miss πŸ˜… It's nice that you've tried it, I'm flattered.

Maybe it will be handy if you ever try a fixed-camera setup in another game πŸ˜‰

Nevertheless, I'm sure that Desmond's Castle would work perfectly in twin-stick gamepad setup, feels like bread and butter πŸ˜„

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Here's the project code with three examples:

https://hitorisensei.itch.io/unreal-project-example-top-down-360-mouse-targeting

  • the "Look at mouse" which always points the attack at the direction of the mouse
  • the delta-derived attack angle, which changes only when player moves the mouse
  • ...and version with easing added

I've never shared the whole projects before, but I hope it will work :D
I can drop the compiled version too, just need to know the system you are using.

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Dude, that game would be such a bang in the C64 golden era! I bet Ocean would like to have a release πŸ˜„

I would definitely have it on my favourite pirate compilation.

I believe the best explanation will be some source code πŸ˜„

I'll put together some UE project later with the example and share with you.

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Out of curiosity, I love when people making pixel art games in 3D engines take care to properly align pixels so the objects actually adhere to the virtual screen resolution. Such a tiny but crucial detail.

Are you using vertex snapping?