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arguscypher

12
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A member registered Jul 31, 2022 · View creator page →

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The commentary makes this just premium!

Yea, locked tiles were planned to use a different tile but that was not implemented before the deadline. Also the hidden symbols are not guaranteed to have a matching tile so sometimes it's was not going to be possible to solve the 10x10 grid .

Yeah, the server currently does not lock tiles when you match.

Yes, it's connecting to a server and is always syncing with the server. There's no client side smoothing which is why you can notice the jitter.


Client server architecture is the simplest on the web. It should  possible to use WebRTC for p2p but none of the libraries I am using has an API available for that at the moment.

At one point when I dint have any keyboard input being sent to the server, I just had the server move the characters in  ellipses with each character using different radii  which made it look like a dance floor. Should definitely add some dance animations ;)

It was a few hours, pretty much did everything other than the broiler plate required for window, sockets, load and display images images under 7 hours on the last day. Had plans to work on it for the 2 weeks prior but had extremely limited time during the week after work and no time on the weekends. 

I almost did not submit anything but then on the last day was like ok let's see how far I can get. So that's why the only thing to do in the game is walk about. 

Thanks,

The only thing you can do is walk around with anyone else connected to the server, was little time constrained on this one, only had about 7 hours putting it together.

Yes, it's mutiplayer ^^ but that's about it, you connect and then move around.

Yep, was using a vec4 for color in the C++ code and was using a vec3 in the shader code.

Oh and I was changing the element buffer object data without a VAO bound. https://www.khronos.org/opengl/wiki/Vertex_Specification says you should not, though it still seems to work just fine everywhere I could test.

That was fun. I played this for a bit trying to loose so see if there was another cut scene (was not able to). Definitely dint expect the cut scenes

(1 edit)

It's supposed to look like the cover image ( I am using FireFox on Windows). On Android the map and player don't display properly (textures look skewed ). I wrote the renderer from scratch last night, so I am probably messing up an order of operation or not calculating byte offset properly somewhere


Send me a screenshot of the console if you can, usually it will throw up errors there if you setup opengl options incorrectly.

Are you using it on desktop or mobile?