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ATARAXIA MECHANICA

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A member registered Aug 12, 2022 · View creator page →

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Probably not, because porting C++ code to a phone is a bit hard actually, but my main reasoning is I have absolutely zero experience with android development. And I don't think something like this could be made without coding knowledge (The interaction between cells and how this game recurses is kinda hard to make in things like gamemaker I think?) I learned to code in C++ via self-studying (Crunched through C++ prime plus which is a thousand pages long lolololol), which is absolutely mentally draining if you don't have an interest in programming.

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What AI? How dare you to insult my modeling ability. The 3d model file of the tiles is in the source code if you want proof.

Maybe one day I'll port this to webassembly so it can work on every device ever. Honestly I just gave up on getting any C++ code to compile on mac at all, sorry about this.

Guess I should have just dropped the support for macOS, this is just all very confusing and unlike in Windows and Linux where everything just works. Never have been a fan of apple products anyway, and opengl is technically deprecated on macOS so this game probably won't work on mac in a few years.

Now I think about it, it's probably caused by macOS's weird way of doing working directory. Can you try to launch the game by starting it from a command line window, inside where thhe program is? That probably would launch it properly.

Huh, this is so weird since other textures has been loaded successfully, and it looks like the file can't be opened instead of can't be converted to a texture file. Can you copy the loading.png from the old version into it, to see if it was corrupted, or if it's there at all? or replace with any other images to see if it will run?

I forgor 💀 to tell you, but the new macOS version is up. Can you give it a test to see if it works?

Looks like they're still active on github, guess it's time to just wait for a reply

Well, I hope you don't try to understand the code of this project because it's an absolute mess and even I forgot how some of it works. Also, github's download source function doesn't report the size of the file while most of the sites does, so that's probably why it looks weird on chrome.

Well, I have no idea how to fix this, because I don't have a mac, somebody else helped me with compiling this on MacOS. If you can code, can you delete the line that adds icon in main.cpp, and try to compile it?

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It requires OpenGL 3.3 (a standard from 2010) and the ability to load 4k textures (shouldn't be a problem, iPhone 4 could do this). What's your operating system? If it's windows, could you give the newly uploaded file a try? It only requires OpenGL 2.1(2006).

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Hi, this game looks awesome, I wonder if it is fine for me to make my own Tetris + Minesweeper game with its own twists? It would be open-sourced.

Did you put the game in program files folder or something? The game might have no permission to create a save file if it's in there, windows 10 is janky like that

Progress should be saved everytime you complete a level, but not the progress of the level itself. If the unlocked levels are locked again, it might be a bug. What OS are you using?

Oof, the code related to generating guaranteed boards in SGT's version is about 1500 lines long, it's almost as many as this game's entire codebase (excluding header files). Also the code is quite hard to understand at least for me, with all the bit fiddling and set and perturbation stuff. Don't think I have the ability to add this. Feel free to PR if you are able to figure this out though

Yeah, I definitely rushed too much when designing the last few levels in order to get the game out as soon as possible, my bad

It's for changing the visual quality of the game, at lower quality smaller cells look worse, it's quite subtle though

My first time writing a project with more than 1000 lines of code XDDDDD hope it runs and doesn't crash & burn the moment it is opened on a device other than my laptop