Mouse aim has been added, btw, though with a trackpoint in mind.
LucKey Productions
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Don't blame yourself, it's a mess. I'm not quite a neckbeard myself. :)
The script is supposed to pull and build the engine, not err. But since it looks like you'll be switching to Mint anyway, I guess there's no immediate hurry to solve it, and I'll just assume you can simply unpack on your new platform.
Thanks for trying. I would have expected the build artifact to run on that platform's version, but it seems a separate compilation is required. Someday someone might figure out Flatpaks, but for now you could try to download/clone the repository and run install.sh. That should take care of everything.
Also, feel free to come aboard the Colourship for a chat or support.
Your suggestion sounds a little drastic. Have you tried compiling? The issue doesn't seem common.
Feel free to come aboard the Colourship to chat.
Have you seen Open Saucer? Apart from being in 3D, it is a conceptually quite similar game. Development started just over two years ago and it's also free and open source.
As a free and open source game development cult I'd really rather not use YouTube or Vimeo, and would prefer to host on LBRY/Odysee or PeerTube instead. Support for other sites - like Rumble - would also be nice to see.
The Ideas & Feedback link on the Support & contact page links to https://itch.io/board/10023/ideas-feedback instead of https://itch.io/board/580406/ideas-feedback; wrong number. It effectively points to the Questions & Support subcategory.
Absolutely. It seems the link I followed from the Support & contact page points to the wrong number.
As a free and open source game development cult I'd really rather not use YouTube or Vimeo, and would prefer to host on LBRY/Odysee or PeerTube instead. Support for other sites - like Rumble - would also be nice to see.
Btw, note that the animations list contains four "walking" animations; Sneak, Walk, Jog and Sprint. The animation called Walk will be for use with slower movement than the (existing) Jog. Of course you can rename things as you like, if you're not using the other animations. But in most games you'd want your character to at least jog, despite calling it the walking animation.
Yes, I got carried away a little with the animation to-do list and got distracted by other projects. They're sorted by priority though, so I'll get to those first going down the list. The perspectives and directions isn't what adds most work. You may also be interested to see the repository with CI rendering.
How did you render the images with a transparent background in blender?
In Cycles that's under Render -> Film -> Transparent, with Blender Render it's over at Render -> Shading -> Alpha (Transparent). And make sure your Render -> Output has an alpha channel, which I believe it has by default.
Thanks! Glad you like 'em. I initially made the model for an STK kart, and refined it over the past week. This is my first time using Blender's freestyle functionality "in production" and the first time I'm using CI for rendering. Just added sidescroller perspective, new artifact should be up in an hour.
...and call me Modanung. ;)
Could you try the newly added build.sh script from the repository?
EDIT: Hm, it seems to run a lot slower on my machine when built through that script...
For now it remains a mystery to me as to why this is, but - if the same is true for you - it should run smoother if you build using QtCreator (sudo apt-get install qtcreator). The contents of the build script could help you achieve this.
Indeed the controls are part of the challenge, but more than that they are misunderstood. :)
Spamming the move keys like you are doing is only beneficial at top speed. To speed up timing is important. After you've gained some speed you can easily out-swim a jellyfish. Hopefully this video will make it more clear:
No bonus star for using an in-house open source Blender add-on and multi-purpose level editor? ;)
Since sound is currently the main thing through which you get feedback on the accuracy of your timing, playing without makes it harder to win.
The best moment to hit a key is when you are about 3/4 on the way to a square, once for each sqaure that you move. The swimming animation will more clearly hint at this moment in future versions.
After many tries I made it past the bombers...
And then the game introduces you to the submarines. :)
Fun game with maximum spam factor. You will need all your fingers on the keyboard to win this one. Sometimes it's hard to see what number goes with your target. It would be nice to have a HUD in the bottom of the screen showing your target, maybe leaving out the numbers of the rest of the screen entirely.