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Le Capitaine

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A member registered May 28, 2014 · View creator page →

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Formula MAX community · Created a new topic Bug reports

Report bugs here.

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This way.


Began as a small experiment and then scope creep kicked in hard. It's a futuristic racing game whose driving physics rely entirely on curves and splines, without raycasts or colliders. Track geometry is also procedurally generated from blocks deformed along a spline.


Gamepad is required.


Thanks for the comment. It's in the cards, hopefully for next month or sooner if I can make enough sales to cover the publishing fee.
I've also been approved as a Switch developer and am looking at a release there if I can make enough to get a dev kit.

Bumping because I was late with the release trailer. Here it is.

Butterflies Episode 3: Welcome to the Jungle

Hello. I'd first like to apologise if this has already been answered, as Google wasn't too helpful.

Yesterday, I switched my payment mode from "Collected" to "Direct," while I still had about $100 worth of collected payments not yet processed (less than 7 days old) as well as one payout still in review.

I'd like to know if I'm still eligible to receive those payments, and what's going to happen.

Thanks for your time.

Thanks, I'll keep it in mind for the next release.

Damn, I thought I'd dealt with all of those. This is a misplaced waypoint, I'll keep it in mind for the first patch. Thanks.

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Does your PC support Vulkan? It should launch in D3D or OpenGL mode if not, but I guess there could be edge cases where Vulkan is there, but not functioning properly.

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Could you try with the keyboard? Either the arrow keys or WS/ZS should work if resolutions are being detected properly. If not, I think it's Unity.

Thanks for the report. There was a Unity bug with dropdowns that forced me to work around it, but you should be able to change resolutions by pressing A on the option and then Up or Down. (X on PS, B on Switch).

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It's here. It's a video game about inline skating and graffiti.



Features a new map, new characters, a complete visual overhaul, redone animations and many bugfixes.


Get it here.

You can also get a bundle of all three episodes here.

Required by the Play Store to be a URL, so I'm making a post here.


PRIVACY NOTICE

Butterflies Episode 1: Rudies is a strictly offline game that does not, to the best of my knowledge, collect nor share user data.  I made a point to use an older version of the Unity engine that did not disclose any such collection.

Could you try re-extracting the zip to a clean folder? Do you get any error messages? Thanks.

Yo, it's been a long time coming but I've seen your stand at the Paris Manga, and I figured I'd comment here to hopefully help along with the almighty algorithm.

Liking the Yoshi's Island look too. I might grab the game if I can find the time.

Thanks for the post. I'm keeping to Windows for the EA build for convenience reasons, but the full release will be on all three.

Report bugs here.

It's here. Almost. It's still a game about inline skating and graffiti, and now it doesn't look quite so crap in motion. Hopefully.


Features

  • New map
  • Multiplayer mode
  • Some single-player content

You should be able to click the pictures to get to the project page.

Thanks for reading me.

Yo, sorry about the delay. I don't know if Mac or Mac Unity is weird with NS controllers or what, but either way, it might be a while until I can get a fix out. Sorry about that. In the meantime, you might want to try some kind of wrapper.

I'll have to see if I can. There are two input systems in Unity and IIRC the old touch controls relied on the old one which I disabled for the project.

Sorry about the radio silence. I know I had some performance problems too which led me to optimise as much as I could manage, but yeah, there's a lot more stuff in E2 that needs to display at once. Sorry about that. I know the model issues are probably cloth physics behaving weirdly. since the update for both episodes is based on E2 and both use the same models.

Sorry about that, I'm actually unable to test Mac builds. I did hear that Apple stuff uses an exclusive Bluetooth standard but that might just be on iPhones.

I'm assuming you're connecting the controller before you run the game (doing it while running can get wonky, apparently).


Unity is weird with bluetooth controllers on PC and I know Nintendo ones seem to need a special wrapper to do anything with. If you're on Windows, there's x360ce, a utility that translates everything into Xbox 360 input which should get you more consistent results.

Thanks. Unfortunately I'm on Ubuntu, and you apparently need to be on the Windows version of Unity to build for ARM64 through UWP. I might be able to use my Windows drive to build the projects for UWP, but it's a fairly long shot as Windows doesn't recognise Linux partitions.

It's embarrassingly late of me to ask, but what's your setup? I looked it up and some AMD cards might have trouble with Vulkan on some distros. Do you run other Vulkan apps? If not, and if you can grab the Vulkan sample cube utility (vkcube), I'd like you to try that and report back. If this isn't Vulkan, I'm honestly out of ideas.

Could you tell me which platform you're running?

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Yeah, that's a launcher on top of a launcher which might cause issues. I think Unity supports PS4 controllers natively, so I'd like you to try running the game directly.

New build is up.

Found something. It might be related to single-instance mode. Gonna uncheck force single-instance, rebuild, upload and notify you.

Thanks. I didn't find anything about Unity games segfaulting on OpenSUSE, so it's probably on the game and possibly related to Vulkan. Apparently you can still force OpenGL in standalone Unity games from the terminal with the --force-opengl parameter, I'd like you to give that a try. I'd appreciate if you could also give me the terminal output.

(Reposting in the appropriate subforum.)

As of right now, it's hidden behind some clicks and (possibly relatedly) almost deserted, which I think is too bad.


(Full disclosure: I'm mainly saying this because having more, and more informal, job postings on itch.io might be beneficial to me specifically, as someone who's been failing to get into the industry through more "professional" channels. So it might not be relevant or even appropriate for me to post this, in which case feel free to delete.)

Thanks. Does that happen at launch (does the window open)? Could you tell me your distro also?

I was hoping this was around. Submitting both of my games.

https://le-capitaine.itch.io/butterflies-episode-1

https://le-capitaine.itch.io/butterflies-episode-2







https://le-capitaine.itch.io/butterflies-episode-2

Remember Butterflies? Me neither. But it's back nonetheless, this time with local multiplayer.

It's a game about inline skating and graffiti, says the page. In it, you skate, jump, grind and tag everything you can while trying not to get caught by the cops. It also features a bunch of music by a bunch of artists, some of whom you might even know.

I had something else witty here, but it's gone.

Report bugs here. (Please don't.) (Please do.)

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Think I'm gonna grab this once it hits Linux. I've played all too much of that other game about Hovercars Wot Go Real Fost and I'm more than willing to help get it as close to authentic as possible.

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Yo. Thanks for playing. You've probably figured it out by now, but it's the Dash button (right trigger/J by default) to spray when tagging.

All cool. Speedometer colours aren't a bad idea either, gonna see what I can do with that.

I'll see what I can do. I already floated reducing characters' turning arcs when dashing.