I bought it on GOG earlier this morning and now I'm having a blast with this game after work
axolote
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I love this game! I've been experimenting with Python scripting (using the evdev package) and Wine to make it playable with mouse. In turn, I used that new capability to mod the mouse and use it as a spinner controller, in the style of Tempest or Gyruss. It's was not perfect, but it was still a fun way to play.
I'm conscious it breaks the original intent to some degree, but with enough tweaking, it gave more control than keys and buttons.
Amazing. That explains the connection. Die By The Sword devs were going for a 3D Bilestoad style of combat themselves. I just learned about Bilestoad this week, and I couldn't stop thinking about how close the combat system was to Put Up Your Dukes (albeit slower and clunkier of course, it's a 1982 game after all)
I have a question. Does the game have a save option?
I know there is an option that says "Continue", but yesterday I beat Magma Dragoon and Colonel in Sky Lagoon, went to selection screen, lost to Slash Beast, and closed the game. The next day, I opened it, pressed "Continue" and started from Sky Lagoon again.
i hope it doesn't upset you, but while making the tests, I downloaded the Windows version of your game and replaced the JS files with ones called by the version hosted on itch (on this frame). By running a simple webserver on a localhost, it's possible to play it on any operative system. So, it's technically possible to make an offline Linux and Mac version, but I'm not sure if mounting it would be foolproof and worth supporting.
Edit: I'm an idiot. I made a small test with Electron and a sample webpage, and I had the same problem. Only then I realized that for some reason, unlike my browser, both Electron and WebView2 recognised my gamepad as player 2 (I'm using a "Twin USB Joystick" adapter). I plugged the the gamepad in the other slot and it worked! So, yeah, it worked!!! <3
Old message:
Ok, I'm back. I tried it on Windows and I can't get the controls to work. To be fair, my setup is far from standard, I use an original PSOne Dual Shock controller with an old USB adapter, but it DOES work with the itch version. For what I see, what Construct did was to compile your game using Microsoft Edge WebView2, so maybe it is related to this issue.
Maybe if you take your web export (the one you uploaded to Itch originally) and repackaged it using Electron instead, gamepad recognition would work better?
As a side-note: using Wine or Proton (the compatibility layer used by Steam Decks) didn't work for me on my other machine (the Linux one). But that's almost anecdotal, I don't expect Linux support.
Maybe you could use a scenario similar to Mega Man X2's Black Zero? By this I mean you could say Sigma made a fake Iris and Colonel trying to replicate Repliforce's failed experiment of fusing them into a single reploid.
I know it's not the best story-telling, but it is a workaround to have the fight without killing them.
the second one can be fixed by using an invisible cursor. Here's a tutorial.
I was testing it and it is really impressive. I have a question though, I know you have plans on developing a music/sfx editor, but is there a way to add simple one-note sounds as it is? And in case the answer is no, do you have plans on releasing the code so we can give a try modding it in the meantime?
I really like the interface, while I get the appeal of simulating the home computer CLI vibe many fantasy console go to, I like how this feels more like the emulators of more "modern" consoles.