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IllusionMan1212

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A member registered Sep 26, 2018 · View creator page →

Creator of

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My dGPU has 6GB of vram, the texture limit on the iGPU on firefox is 8192x8192. 

Tried the new build and the hcv binary works, the one named launch_hovercoven still requires 2.38 though, not sure what the difference is because hcv launched the game just fine.

Pretty cool, never been much of a strategy game guy but that was fun.

I noticed the mouse cursor isn't confined to the window, this makes it annoying to move the camera on a multi-monitor setup

Glad to hear it. I got a vague idea for a game I wanna make so maybe next progress day I'll have something that's actually playable.

Hell yea! Looking forward to it

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>native binary requires glibc 2.38

>webgl version shits the bed when creating a texture that exceeds the max texture size of my gpu.

It's jover

Smaller texture limit is cause firefox is using my iGPU and idk how force it to use the dGPU. Also tried chrome for the web version and its just a white screen after loading the game, https://hardwaretester.com/gpu says the max texture size is 16Kx16K on chrome so it's not that.

Any chance of uploading a binary? I don't want to install boost just to compile

Fun game, could play for hours if it had more levels or objectives.

At first I thought the controls were a bit weird but when it clicked it was really smooth. Played with a controller, didn't try keyboard.

Smarter AI for the humans would be nice, I noticed their paths get less straightforward as the waves progress but maybe they can do dodging maneuvers when you get close or something.

Very impressive prototype. I overall like the game but suck at giving good compliments so I'm just gonna air out my grievances.

Combat and movement feels a little too complicated but this is likely a skill issue as I found myself slowly getting better the more I played, but maybe a "slower" tutorial level would be good?

Upgrades were confusing to me as well because I wasn't sure if they applied or not, I also found it weird that selecting an upgrade under "MOVES" removes the upgrade under "MINIGUN"

I had an issue with the game resolution on linux on a multi-monitor setup, the resolution would be set to the combined resolution of both monitors and looks super zoomed in, Turning off fullscreen makes it work on both monitors, fullscreening on the second (small resolution) monitor causes the zoomed in effect, but fullscreening on the main monitor works fine.
I'm using X11 with DWM as my window manager if that makes a difference. Single monitor is fine.

All in all really enjoyed playing and beating ass.

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All paths were absolute so all shaders and fonts will fail to load. Uploaded newer build that should work now.

I was being retarded and using absolute paths instead of relative ones. Uploaded new versions for both win and linux. Should work now

Cool stuff. Tried to see the end of the terrain but I guess it's infinite? which is cool. V-Sync or limiting frames would be nice though cause CPU usages is a bit high with uncapped frames, otherwise, very nice

Classic pong. Love the palettes. Computer beat my ass. Worked nicely for me through wine.

Controls are:-
F11 -> Toggle fullscreen
ESC -> Quit
W | Left Stick Forward -> Move
A | Left Stick Left -> Turn Left
D | Left Stick Right -> Turn Right
Shift | X Button on PS | A Button on Xbox -> Run

Supported controllers are PS3, PS4, XBox, Switch Pro controllers, feel free to hotplug and disconnect and try different controllers, I wanna see if there's any crashes with that. Feedback on shaders is welcome.

BANNED

YES, kill those mice

thanks for checking it out! i'm not a composer though you can check the description for where i got the music

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thanks! i thought people would perceive it as lazy :p