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Cabrown

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A member registered 77 days ago · View creator page →

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This will be very helpful! I found even with static baking, some light options just bog down my Quest 2. I think I could have optimized my materials better as well. 

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I have posted a full retrospective on Catzpah! Thanks everyone for playing the games, I can't wait for the next one of these! https://cabrown.itch.io/catzpah/devlog/769022/game-jam-retrospective

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Thanks for playing and the feedback! I think I should probably put a clamp on the player body physics so you don't get tossed around. 

Katamari is a game I haven't thought about in a long time, but that is a great comparison. Longer levels with more stuff would definitely be fun, but were out of scope for the Game Jam.

I downloaded it and then changed the extension to .zip which got it to work for me.

I was putting a big group of the "most advanced" seeds together along with a few of the early game plants to generate new seeds. I don't know what the trick was, but that worked for me.

That makes sense, and I have it stubbed in, but I wasn't happy with the behavior of it. There were some lingering feedback scenarios that got really distracting.

 

I tried putting it on the items that caused rumble, as well as on the paws themselves and neither really worked the way I wanted. I'll keep picking away at it, and hopefully get it done by the time voting is over. Once voting is done, I'll re-release the game with a bunch of quality of life updates from all the great feedback!

The paw curling is also my favorite part! 

In the version after the Game Jam I'll have more collision sounds, I just didn't make time to implement sound effect menus in the settings for this release. I'm still learning how to do haptics, I just learned today that I only have about half the xr tools addon installed. I started putting haptics in, but I still have a lot to learn for that.

Maybe it's the Swiss in me, but I love the name Knipsa! Great work on your implementation of the camera. I've been converting an old Unity VR project of mine into Godot, and have been putting off the camera because of how much of a pain it was in Unity. Are you planning on releasing the source code? For reference, here's what mine looks like (before the conversion)

I loved this one! If you add a snap zone to the sponge and paint brush, and a way to sit in the chair easily, this is a game I could easily see being sold on the Meta store! Very cool stuff!

I agree about the haptic feedback. It was so well done in this game!

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Out of curiosity, when you were being spawned in weird locations, was the level end menu way off to the side?  If so, I finally got that fixed, but it's well after the jam timeframe, so I will wait to post it until after. If not, I have some more testing to do!

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Your video is what got me to double check those settings. You mentioned it hardly ran at all on your Pico. I also implemented a "Replay Level" option at the end of each level because of your office incident 😆 

I noticed a framerate drop on my Quest 2 as well. When I exported the .apks for the Game Jam, I think I had the forward_plus rendering method on. 

I have switched to gl_compatibility and it seems to be running a lot smoother. I was nervous to upload a new apk though since I made a couple other quality of life updates since the submission deadline. Once the voting is over, I will update the apks so that they are better for other devices.

Thanks for the feedback! This is the first VR game I've distributed to others to play, so I'm still learning a lot!

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Thanks for the video! It was really fun to see how someone other than me or my daughter played the game! 

Now that I have a settings menu, I should add the collision sounds back to the game. Originally, I found them a little too much, but with a toggle, they'd be much more tolerable. 

I love the idea of being able to pinch your hands together to grab objects, I have to find a way to add that into the next version of the game!

I also really need to fix the level end menu. It is never where it is supposed to be. And I don't know how to put haptics on, unfortunately. That's on my list to learn!

I dropped the bar of soap onto the table, then dropped the knife on top of it when the game crashed a couple times for me.

Hey! Your visuals were super cool. I tried the trick listed on the game page about dropping the knife on the soap, but that unfortunately crashed the app on my device (Quest 2). Any other tricks you might recommend to get it going?

I played it, the xylophone was great! If I weren't the worst musician on earth, I think I could have made a cute song! The background changes were cool too! 

Bonus fun: I couldn't stop laughing when I got my hand under a red button and started lifting it up

The Jolt physics engine is great. I also used it in my game. 

I was really proud of myself for not falling into the dreaded "scope creep". I actually ended up expanding on my original idea when I found an extra day or two! It definitely didn't come without incident though. My dev log shows a pretty drastic morale swing when I was struggling with some UI elements (the HUD specifically). 


I only had the knowledge and capability to test my game for the Quest. I'd love to figure out a way to at least emulate other systems so I can be more confident in their release builds. Speaking of release builds, I only uploaded debug builds because my release build process was missing signatures and keys. That seemed like a task that wasn't going to get done in time for the deadline, so I didn't even attempt to fix it. 

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My game does the same. Did you use the XR template ( https://github.com/GodotVR/godot-xr-template ) for a menu screen? I think there is a viewport width and height setter in their menu scene. That seems to be the root of my issue, although I never fully solved it, only tracked it down. 

I had a nice, relaxing time with this one. I played while lounging in a beanbag, so looking up was natural. 

Loved the shooting stars, it added a dynamic feel to the game!

I just added another level to the game. I figured, since the end date was amended, I should put in one last thing! Hope you all enjoy!

Your game looks very pretty! Can't wait to try it out!

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Interesting, I'm also surprised there is a difference. This is the first VR game that I've distributed for other people play, thanks for being patient with me!

Please try v1.1 to see if it fixes your issue!

In the meantime, you can try sitting (or standing) in your stationary boundary, then restarting your Quest. I think the player position is set on power-on, and the menu is at a set place in the world. 

The fix I'm going to implement is bringing the menu to the player onready

What Quest are you on? I have an idea to fix that, I'll implement it and push a patch

Aw bummer 😔 

Awesome! Let me know how it plays on your device!

Thank you both! 3D Labels look way better than what I was trying to do. I appreciate the help

Does anyone have a good VR Heads Up Display template they use? My HUD is laughably bad and I don't know how to make it better. 


Just looking to put readable text in front of the user that moves with their head.

My mistake, I had it in draft mode still. Just updated to public!

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I am using itch.io for my dev log. Feel free to follow along and offer any feedback!  

https://cabrown.itch.io/catzpah