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Lantto

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A member registered Jan 12, 2024 · View creator page →

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Thank you! Impressive debugging skills considering you're working with the minified source. I think you're onto something regarding the RGB values, which would explain the discrepancies and why I can't replicate it myself (e.g. due to different color profiles). I wonder if manually setting the colorSpace when getting the context would be a solution.

Decided to add some other stuff but it's out now. Haven't really tested the installer though since I'm on a Mac and only play in the browser. :)

Thank you very much for reporting and for providing the details and console logs! It's very helpful, especially since it's the second time someone reports that exact error and thus confirms a suspicion I have. Just to confirm: it worked fine in Firefox for you before the update? 

Thank you very much! You're being too kind but I'm really glad you're enjoying it. The whole save system definitely needs some love. It's basically serializing the entire state, creating massive save files for no reason, when a fraction would be enough. Thanks for reporting!

Nice factory btw! :)

Yessir! Coming next update, so in like a week.

I just realized you need to select the filter from the build menu (Q) in order to get the settings popup. When you use it from the hotbar so I need to do something about that. Thanks for reporting!

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Hey! Yes, good idea. Disabling shaders should be trivial to implement and I definitely need to add more options like that. Are you on a laptop with both integrated GPU and a dedicated graphics card? On my gaming laptop it defaults to the integrated GPU, so I need to manually set it to use the dedicated one. Otherwise I get similar performance issues.

Hey! Thank you. This is very useful. The error about ports closing seems like a breaking issue (since the game needs multithreading to work) but I'm not sure. Searching for it online brings up a lot of issues related to Chrome Extensions. Do you have any extension installed that could be the culprit?

Hey! (Didn't see the reply until now.) It's all JavaScript. The biggest problem is that I can't share arbitrary memory between threads so I have this convoluted solution that would be completely unnecessary in other languages. The simulation wouldn't be possible without multithreading so it's kind of frustrating but still fun to work on!

Thank you! Yes, performance will definitely be challenging. In retrospect I've made many dumb choices when building the engine but hopefully I can mitigate it. Would be really sad if I had to add artificial restrictions just because the engine can't handle scaling a big factory.

Thank you! Yeah, I totally agree. This version is an early playtest so it lacks a lot of Quality of Life features that I really need to fix. Let me know if you have any other feedback!

Hey! Depends on what kind of contraptions you had in mind but I'm open for ideas and suggestions.

Thank you! :)

That makes sense to have it automatically condense by itself. Good suggestion!

Yup, that was supposed to be off-limits, so nice catch! :D Let me know if you find any other bugs—I'm sure there are plenty.

Thank you!

You've actually highlighted an issue for which there's currently no good solution. I should probably add to the Itch page that this is a playtest of the alpha, so a lot of stuff is still missing. The idea is that you will eventually have a "freeze gun" that you can use to condense steam back into water manually.