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esklarski

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A member registered Jun 12, 2021 · View creator page →

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Thanks!

Thanks, all input is useful at this stage!


I went with the torus as it's a built in primative shape and a good test track, but I have plans to make some wildly twisty tracks now that the basic gravity and flight systems are in place.

Wow, that's a rather clever use of Godot. Bravo. I'm going to have to ponder the uses and read the docs.

Just learning Godot myself, but I would echo the open source sentiment. For something like this to become relied upon, people need to be able to look under the hood... so to speak. There is a reason most of the internet runs on Linux.

But I can also understand waiting until the proper point in development to do so.

Thanks for the kind words!

We definitely bit off a bit more than was feasible for a game jam, but the good news is we have story and art ready to go.

The team and I are planning to finish the game as envisioned, so watch this space :)

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That led to a solution if not clarity, thanks!

You can check the log here: https://pastebin.com/ygxFfheW

It seems it is related to X11<->Wayland weirdness, with a: GLib-GObject-WARNING **: 23:37:19.071: invalid cast from 'GdkWaylandDisplay' to 'GdkX11Display'

A quick search turned up a the same solution as wunderseltsam mentioned above; instead of running the file from the file browser, if 1BitDragon is launched with the following command the save/load works as expected under a Wayland session.

Use as mentioned above:

$ GDK_BACKEND=x11 ./1BITDRAGON.x86_64
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I see this is a rather old thread, but I just found the same crash issue using Feodra 36. Logging into an x11 session fixed the issue, meaning the problem is a wayland/xwayland issue.

While not technically supported, Feodra is more or less the same as CentOS and uses the Gnome desktop. Heck I can even install CentOS packages, so I'm unwilling to blame Fedora for this issue. Is there any log I could provide to help diagnose the issue? Other Unity games and projects run fine under Wayland, but no others I've used have tried to save something to disk.

Not for mobile at this time unfortunately, there is no implementation of touch controls. I have some ideas how, but life hasn't left me time to do so.

Cats, Asteroids, and Orbital Mechanics!


Pawsome Space Barge

Inspired by the classic Asteroids gameplay, Pawsome Space Barge is a fresh take on asteroid field mayhem. Join your sister to prove your mettle, delivering cargo barges through the asteroid belts of the planet Caturn. Maneuver the barge via realistic orbital mechanics, clear asteroids from it's path using experimental shield technology, and fend off enemies determined to interrupt your coffee break.


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Though not strictly a new release, the recently uploaded version (1.2) brings an exciting change: far smoother WebGL gameplay!

Though available from release, the WebGL build was plagued by a few small but consequential issues that caused a rather janky play experience. Now with a dramatically reduced triangle draw count, and a major physics bottleneck resolved I am willing to deem this game playable in browser! It runs almost as well as the platform builds available for Windows, Mac, and Linux which have also benefited via reduced system resource requirements.