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A member registered Mar 20, 2020 · View creator page →

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(1 edit)

Just noticed the judging but it seems I didn't convey the fact that you AREN'T supposed to drink the potion, which transforms the world around you. And the "shadow people attacking" are just people in their homes you've broken into, tricked into throwing a hook at them by 'a shadow government'. 

It's truly lacking a structure in narrative; in what is mostly, a narrative game. 

It's all poorly explained in the provided "original homestyle" gdd


Didn't realize a lot of professionals and large groups would be joining in, pretty relieved I didn't push myself as I wouldn't have even came close to beating the top 20, 50, or maybe even top 100. Damn, there's so much talent in the top 300 alone.


Thanks for the game jam and going through the games! Lots of good stuff was made!


Upon inspection of the game, it seems I forgot to unhide the 'cracks' in the "rocks" making it literally a giant black square lmao 



Learned:

- Need to learn damn basic game design narrative and structure

- Take a page from Ubisoft, handhold and chip away from there (or see above)

- Befriend/Hire pros 

- Graphics are king, interpretation belongs in the '80s (see above or do game design right)

- Literally be better (practice)

Love how all your submissions are deleted, ciao bad guy

but is still spam/advertising due to being unrelated and most clearly low level edge bait

For some reason they saw this and started to be part of the community that spams their test project in game jams. 

Next Time, I plan landing 5th or higher!

Thanks again! Learned a ton, and already applying it to my projects; published and otherwise!

One final note on this, I suppose, is that  I have the whole project file on the game page itself that links to the github. Not that it's super amazing, I left my brain dead comments in there to show some sort of thinking process

Amazing! The sprinkler in the background was a bit much after a while but the area had a bit of character. Working the claygave that sense of "Oh! I made something!" when going slowly paid off in the smoothness of the clay. Truly fantastic code to have that happen!  

Thoroughly enjoyed it, will probably play a few more times to min-max as possible

I'm for point and click type adventures if it has a smooth camera like this!

I, for one, would like to know how you did the filter effects! 

Runs on Quest 2, handtracking and all! I'd like to think the bubbles smell like faint strawberry bubble gum, the forbidden car wash soap type.

Beautiful and Inspiring! When the snow kicked up, I felt I had cheated you for getting this for free! The snowglobe captured the feeling of playing with a plasma globe!

ahh, bowling! I used the Quest apk and it ran well, I liked the lotus flowers and the concept overall! With local multiplayer, it would be the ideal family game to share some picturesque moments with ones' kids

Really liked it! I can see myself spending a 1$ to 5$ for a fleshed out version. Keeps you busy enough to get you into a flow

I almost just deleted everything once I realized it only spun once, can't say it was a waste of time but it's like showing up half naked to a paintball fight....

Thanks for playing trying!

Dang. Were you holding it? I think less time in model acquisition would've served me more, 
Thanks for trying it out regardless!

AHH just went in to take a screenshot and left the debug collision viewable   😅

Amazing! I need a few more hours but I'm kaput, I learned so much about scaling with this project, glad to see it through!! Time to buff it out

(1 edit)

Not sure what build you're in, but for the latest and greatest of the moment, G 4.2.2 and XR Tools 4.3.3, 

within the player_body.gd: request_jump() call, line 347;

## Request a jump
func request_jump(skip_jump_velocity := false):
    # Skip if not on ground
    if !on_ground: <--------
        return

is the what stops the jumping so change the if statement into the one below
and you'll need to create a var jump_counter : int = 0 
The int may help save some headaches , and the = 0 is needed.     

    if jump_counter < 2:
         jump_counter += 1
     else:
         return

On line 352; this pops up and may lead to issues if in air, 

    if abs(ground_relative.dot(ground_vector)) > 0.01:          


To reset the counter, we go into line 616, in  

func _update_ground_information(delta: float):

on line 631, after the 

if !ground_collision:
         near_ground = false
         on_ground = false
         ground_vector = up_gravity
         ground_angle = 0.0
         ground_node = null
         ground_physics = null
         _previous_ground_node = null
         return

statement, you can add the 

jump_counter = 0

to reset everything back to normal.


sorry for the messy text but I'm still getting the coffee flowing in me

Alright, great!

To clarify, no money will be allowed to be inputted, all in-game monies will be earned via in game and only used in game.  

Can I include casino-like games in mine? it'll be half the game and would like to know before setting off. I get if that's something we'd like to strive away from.

I found a list from when GTA released it's online casino (one way purchase, no withdrawal of actual cash or irl items). The list is provided from a reddit post here. I'd like mine to have 'not-cash' and be self contained in-game currency. 

I was rushing to get it before it was taken down but I saw a comment from 2 years ago  ^_^'

When I was a kid, I loved playing the stars arcade cabinet game, that was more of a fixed rail shooter but had all the sounds, the booming sounds.

This is the apex evolution of that! This brings out the inner kid of just flying around in the iconic xwing and being in a mess of a space battle. 

Runs extremely smooth and is just so much fun to replay.

Also, Han must gotten pegged in the face because oh my god.

tl;dr; 10/10 demo, yelling "yahoo" is instinctual when blowing away two tie fighters in two seconds

(2 edits)

WELCOME

This is where you can share your feedback and ask questions to the developer, me! For about the work-in-progress Godot AC130 VR game called "Floating Gun Ship". This is the only real area, where you'll have my attention regarding this game.
I would prefer to leave out the reviews and have it more "game" related. I will also ask to see where the interest is first and will use the response as means of gauging direction with my time. 
If this "forum" gets too unwieldly, I'll make a discord and post the link here.   
If the interest is alive, I'll release a demo where players can play with a (old) gun layout scheme and let the reviews of "bad gam" flow in.
I plan a release something mid to late August.

Video is about the progress from prototype to current, as of posting, progress.


To come:

- 25mm gun

- physically reloading of 25mm and 40mm

- ai movement

- QoL improvements

"love to get on steam"  feels a lot like "imma return this asap"

doesn't load on mine but thanks for the laugh