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DaFluffyPotato

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A member registered Sep 19, 2016 · View creator page →

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Hue Flowing also uses a weird old version of ModernGL with some specific features. I forgot which. Moonrabbit Collection uses a newer version and Wandering Soul doesn't use ModernGL at all.

Did you try running the executable instead of source?

Idk. I don't use Apple products.

$5. I have a lot more planned though.

Yes

There will be a Linux version in the Steam release.

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MacOS has issues selecting the correct working directory. That's why I normally don't make Mac releases.

That's surprising

Yeah, knowing when and what to attack makes a huge difference. 

idk. I might use features that Macs don't support.

no, have you tried wine?

No, but the game will quite different by then. I plan on reworking the gameplay loop.

The full game will have a Linux version.

Yep, the description says a 1080p display is required since I didn't have time for scaling in that version. The full game will be resizable.

Thanks. The bug wouldn't have been fixed without your comments. lol

Uploaded another version that might fix it. I have no way to emulate the issue and it's very rare, so I'm having to fix it blind.

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It's not supposed to be resizable in the jam version. I didn't have time to implement it.

The crash is probably fixed now. See:

https://dafluffypotato.itch.io/yawnoc/devlog/691817/compatibility-fixes

It'll probably depend on the amount of wishlists on Mac. It's a pain to port to and doesn't support a lot of newer OpenGL features.

I didn't use the gpu at all for this one. I have a framework that's already fairly optimized, so I didn't really have to think about it.

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Thanks!

Probably going to overhaul a lot of the gameplay loop to make it feel like a bigger game and add more content. I'd like to put in at least 5x the time I've already put in.

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That's an SDL bug I'll add a workaround to soon. I believe it's hardware specific.

Actually, I accounted for that by making difficulty partially increase based on time, which makes it a disadvantage to do that. I just didn't do the RoR-type difficulty meter to indicate that yet.

All of the things you mentioned were planned changes already for the full game. The HighLife event is caused randomly by the beacon. The event has more aggressive cellular automata rules similar to the actual HighLife rules. I'll probably figure out a way to convey the active automata ruleset in a way that's easier to understand.

https://en.m.wikipedia.org/wiki/Highlife_(cellular_automaton)

The movement is the whole point of the game. It's based on Conway's Game of Life. Cells die and come to life without intercell movement.

Yep, I plan on changing up the game loop and refining the progression with the Steam version.

The shotgun makes it easier.

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it's CC0, so you can use it for anything with no attribution required. (public domain)

maybe in a few years

for the map? no

No, you can't change it. There are extra window bind parameters you would need to run it on Mac (which you would have to mod the game for).

https://ldjam.com/events/ludum-dare/53/moonrabbit-collection

if it's below 3.3, the game isn't supposed to work

what version of OpenGL do you have?

Yeah, that's the end. I didn't have time to do a full ending. Finished with 3 mins left.

It should only take 20-30 minutes to beat, so I didn't think it would be necessary.

That's probably either a local issue or a Windows 11 issue considering nobody else has mentioned it yet. I can't reproduce it, but I just uploaded a patch that might fix the issue for you.

I didn’t post it there, but thanks for checking it out!

Completing the game is a bit of a puzzle. There is a way to win.

I still plan on making a second version (a complete overhaul) of this. For that I will use GitHub. I wouldn't expect to see that until next year at the earliest though.