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Copper Tunic

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A member registered Oct 13, 2017 · View creator page →

Creator of

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I recorded my playthrough: 

I recorded my playthrough: 

I recorded my playthrough: 

I recorded my playthrough: 

I recorded my playthrough: 

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I've started to notice this in my game as well, only when playing on standalone (pico 4 in this case). I suspect there is a bug in godot.

Edit: https://github.com/godotengine/godot/issues/86428

Instead of tracking the position of objects in game you could use the velocity as reported by the xr runtime, via get_pose(). This will be closer to using the raw accelerometer data from the controllers.

In hindsight I should have picked a popular song so people would know what to do already. Queen's "we will rock you"  perhaps.

It definitely needs clearer feedback and tutoring, and heavy playtesting, but hard to do in a jam!

There is a volume slider for the clones on the book but yeah ideally the user wouldn't have to do their own mixing.

Thanks for playing and for the feedback!

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I wanted the game to be more about "play" and "performance" rather than "checking your homework" and it being frustrating having to repeat things because you did them "wrong".

So you technically don't need to sing, but singing makes the game more fun, especially hearing yourself harmonizing with yourself, and hearing it build piece by piece.


I could have made that clear in the game but I wanted to try to trick the player into having fun.

That was amazing! The growls! Thanks you very much, made my day. Nothing like video of a playthrough to help you improve a game.

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They should be in time with the drum beat. I think there is a problem with the very first run of the game though where shader compilation delay throws off the timing. If you run it again it should work.

As for when to sing, sing in time with the priest. They will sing each line twice. The first time you can just listen and the second time you sing with them.

Thanks for the feedback, it helps a lot!

It even makes me sick and i've been a vr user for ages. Every time I start a new godot xr tools project and forget to switch it it's a rude shock.

I learned the audio bus system, recording, playback, etc.

I also learned that next time I should test it on a fresh device without an existing shader cache...

Can't wait to play it!

I like the trailer, but something magic that was in the first 30 seconds of the old demo on itch is missing. That moment when you first slide out of the chamber, without music, was fantastic. Maybe add a tiny bit of that in at the start before the music and everything else kicks in?

Bastiaan wrote up a great how-to for standalone xr performance https://forum.godotengine.org/t/performance-considerations-for-stand-alone-xr/52...

In addition to that, just try and keep the poly count low.

I hear you! Due to popular demand I have made strafe the default. I've also added a proper menu to the game allowing you to switch locomotion options, graphics options etc. In the interest of fairness I will not release it on itch until after the voting period has ended, but in case anyone really wants now it they could grab  the source.


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I recorded my playthrough

One thing I didn't mention that I see others mentioning below is the haptics; what kind of controllers did you develop on? I didn't notice vibration on my pico controllers.

Edit: just fired it up again and the haptics are working fine. Haptics are weird, I never remember them  being there after the fact but they add so much. I had to remind myself when playing all these games to explicitly focus on the haptics.

I recorded my playthrough

I recorded my playthrough

I have the exact same teleport bug in my game, maybe i'll find a way to fix it and suit a PR.

I recorded my playthrough

I hit some major performance hitches when taking the goggles on / off so wasn't really able to complete a playthrough for this one, sorry.

Even at "potato" settings in virtual desktop this ran poorly so unfortunately I wasn't able to start a playthrough because of motion sickness. What renderer is it set to?

I recorded my playthrough

I recorded my playthrough

I recorded my playthrough

Was it using the forward+ renderer?

Godotjolt might help with the physics, if you aren't using it already.

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VR can work on linux depending on the headset. https://lvra.gitlab.io/

I recorded my playthrough

I recorded my playthrough

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Do the controllers just not work and you stay at the loading screen or does it just crash?

Nevermind I think I figured this out, forgot to include a file in the export include filters :facepalm:

In the spirit of the "7 day jam" I will eat my mistake and delete the meta apk, will re-upload it once the voting period is over.

Ah that explains the bit of nausea I had on the desktop version as well, due to stutters I think. Right now forward+ isn't ready yet for XR on any platform, even desktop.
https://docs.godotengine.org/en/stable/tutorials/xr/setting_up_xr.html#prerequis...

Recorded my playthrough

Sorry I should have read the instructions first!

Recorded my playthrough

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Recorded my playthrough

Fun mischievous  game! I realised later, it really needs the sound of things crashing to the floor! Also i didn't notice any haptic feedback?

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Ok I fixed it, try now!

I may have updated the game post-jam but honestly, it wasn't my fault! It's a weird bug in Godot or SteamVR where if the godot project name includes a question mark (Who's a good boy?) then the controllers don't work. WTF!?

This  is literally the only change: https://gitlab.com/DanielKinsman/whos-a-good-boy/-/commit/9562d3360c2a51dc26888e...

Hmm that is odd it is just pretty standard godot. I have the same problem on steamvr but not on vdxr, so at least I can replicate the problem. I will try and come up with a fix and get back to you.

Sorry about that. Did you start steamxr/openxr before launching the game? I disabled the warning for openxr in the project settings, I probably shouldn't have done that.

Otherwise please try a different openxr runtime (e.g. vdxr vs steam) and let me know how it goes.

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Unfortunately I couldn't get hand tracking working via virtual desktop, and the webxr version isn't loading for me either. Any chance of a pico export?

Recorded my playthrough