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Duuqnd

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A member registered Nov 06, 2017 · View creator page →

Creator of

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Always blame your units, not yourself ;)

I forgot to document it but if you press "end" in the root menu it'll jump the cursor down to the advance day button.

Strange that there would still be GLFW errors, it should be included with the game. I'll look into that.

I was going for an Ultima vibe but I don't think I succeeded. I was very lazy with the world generation code and it shows.

That's the plan, I read a bit about HyperCard a while back and thought that a modern reimagining of it could be interesting, or at least useful to me as a game framework. Then I started hacking together this as a demo (after being inspired by a GMod port) and realized that this game jam had already started, so I turned it into a submission.

That problem comes entirely from my own laziness, sorry about that. It's very hacked together because I built it on something I want to expand later, and most of it isn't in place yet, but unless I made a mistake with the source archive, you can put it into `~/quicklisp/local-projects/`  and then `(ql:quickload :metacard)`, then `(load "bleach-2.lisp")`, then `(metacard::set-up-framebuffer)`, then `(metacard/glfw:make-os-window)`. Unless I made a mistake that should work.

Alternatively, you could run the Windows version in Wine, which seems to work perfectly.

I can't remember exactly what the dialogue was, but it was in the last room (the one where the loop starts over). Given the writing I almost thought this was the intended ending lol

Loved the ending :)


I'm sorry that you thought this game was about suicide. It's not.

This is a game about not giving in to peer pressure, where the computer is pressuring you into doing something dangerous (drinking bleach) and you must continue to resist. This is more obvious in the Genera version where instead of answering yes or no, you choose between the options "Drink" and "Refuse", where Refuse obviously implies that this isn't something that you have decided to do on your own. You aren't expected to ever drink the bleach. You win when you realize the game is futile and quit.

You have to provide source code

Yeah, I don't know. Btw, what were the problems you had with compiling from source?

https://drive.google.com/file/d/1xDogNJAYhnPa_J_tZ9NTHyXEQvz-B7tR/view?usp=shari...

Here you go. I should probably have spent more time on this stuff instead of broken multiplayer...

Fixed it. I didn't realize that my account has the default sharing settings set to "only this particular group".

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I made a Windows binary:

https://drive.google.com/uc?id=1I7-_EGWJzWIZPbXM9lgS2tKjxSd87efP


It doesn't have sound, but it should actually work.

Shit... I'm just gonna upload the sound-less binary version.

You need to have SDL2 installed. I probably should have made that clearer in the install instructions. If you're running Windows, it should be enough to put SDL2.dll in the same directory as sbcl.exe or somewhere in your PATH.

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Ah, that. I knew something would go wrong. That was from my attempt at making binaries. You can either install the quicklisp package "deploy", or remove the line with "defsystem-depends-on" in the bulletwar.asd file. I'd update the game, but I'm not sure what the game jam rules say about that.


EDIT: I've (probably) fixed the problem on the GitLab version, although I won't update the itch.io version to avoid breaking any rules.

According to the rules, the source code had to be available as a ZIP file or Tarball directly from the itch.io page. I think that's the reason, anyway. I'm not involved at all, but that looks like the most likely explanation.

Okay, that makes sense. If I remember correctly from #lisp and #lispgames, it seems like you spent quite a bit of time on getting the map generation to work. My own game finished in a kind of bad state from a similar problem. I spent a lot of time on getting networked multiplayer to work only to realize that almost no one would use it.

Yes, it certainly is better than nothing, and it does looks pretty good. I'll take a look at the code you mentioned. It sounds pretty interesting.

I'll admit, I'm a bit confused. I ran around for a little while, bumped into the enemy, and won. Is there more gameplay than that? I mean, the game looks really cool, but from what I saw, there wasn't that much gameplay. If I'm not mistaken, I don't think there's a way to lose. Either way, it looks cool, but it's not much fun. 

Also, I'd like to mention that trivial-gamekit isn't available from Quicklisp, so you should probably include instructions for adding that in your README.

Overall, the game is pretty good. The only problems I have with it is that it's hard to find the boxes that had to be moved, it takes a bit too long to restart after a death, and that you go back to the first level after dying (or maybe I pressed the wrong button?).

Other than that, it's a pretty fun game. If those problems were fixed, I'd definitely want to keep playing it.

Well, looks like I fucked some stuff up. Well, the game is terrible anyway, so it's not that big of a loss.

Big thanks to borodust for making binaries! I kind of suck at that. It looks like trivial-gamekit has some built-in things to handle that, so I might take a look at that later.

As for the error that technomancy encountered, I'll see if I can find out what that was, since it might become a problem in future games.