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LucKey Productions

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A member registered Aug 19, 2015 · View creator page →

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What Linux distribution are you using? If it's Arch-based you can find a package in the AUR that should work. Otherwise I'm afraid that - for the time being -  you'll have to compile the program locally, starting with the engine.  Feel free to come aboard the Colourship for assistance. The download provided through itch is only built for Debian, using a relatively simple GitLab CI setup.

Thanks for trying Edddy.

Mouse aim has been added, btw, though with a trackpoint in mind.

Anything to show yet? :)

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And a newer one.

Unless you count from initial commit instead of first release, then Tux! is actually older than this one.

Plenty of cheese in the trap as it is.

🍩

Glad you like it!

Technically you'd have to provide attribution somewhere to adhere to the CC-BY license, which might be tricky with a profile picture. But I guess it falls within the domain of fair use, so go ahead. :)

Did you know there's a whole webcomic featuring Carrot?

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.

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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.

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Compiling on a less up-to-date Mint machine brought up an error that has been fixed in the master branch using a Qt version check.

Great, see you there!

Someday someone will make an AppImage. Maybe you could help bring it about.

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.

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The Gameplay video or trailer field on the Edit project page is a different story.

Reposted topic in the correct subcategory.

[repost of because of]

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.

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I hadn't thought of that and that's nice to know. Still I'd like the Gameplay video or trailer field on the Edit project page to accept it too, so it's neatly listed above the screenshots and in the hover pop-up of search result.

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.

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But of course!

Authors: Modanung (model­ing) & David Revoy (design)
License: CC-BY-SA 4.0
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Thanks!
No, I'm afraid stasiware is not actively supported, or planned to be. But whether it's installing Linux, or compiling for Windows: You can do it!

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.

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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.

Multifunctional. ;)

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Btw, feel free to suggest animations that you might use, but are not yet in this list:

  • Jog ✅
  • Idle 🚧
  • Jump & Fall
  • Ladder
  • Sprint
  • Walk
  • Crawl
  • Wall cling
  • Swim
  • Sneak
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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. ;)

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Carrot

Isometric

Side-scroller

Portraits

🔗

Did you know that on itch you can set a project's license under MetadataRelease info? That way it will show up on the project page under More information.

And feel free to come aboard the Colourship. It currently has a forum and chat aspect where you can ask for support and share results, or just socialize.

If you'd like to, Edddy can be used to create more maps.

LOL

That OST gif took me counterclockwise from the frontman, then cracked me up. ツ

Awesome! ツ

Which method did you use in the end, the build.sh script or QtCreator?

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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.

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That seems pretty vague... is it OK if I sketched a bit of ASCII art for inspiration and concept development?


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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:

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What if I decide to release my entry as open source under a free license, say a GPL?

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.