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mothnox

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A member registered Jan 11, 2019 · View creator page →

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I've found another resource, though this one isn't a website. The OpenGL SuperBible, Third Edition has three chapters pertaining to ARB shaders (20, 22, and 23). It may be difficult to find a physical copy these days, but it can be viewed on the Internet Archive: https://archive.org/details/open-gl-superbible-3rd-edition_202207

It can also be found (in a .rar with the example code included) on a certain website that I probably shouldn't name or link here because it's probably against itch.io's ToS, but which is known for hosting a vast collection of books in various formats.

Hmm, well, you have a point there. I guess I just figured there might be more useful resources out there that could be added if/when they're found, but that might be a bit preemptive. 

An argument could probably be made for putting it in the Language section, but it would probably be more convenient at the bottom like you suggested.

Neat little demonstration, and more importantly, your article was very helpful for getting started with ARB programs. I first learned about them while diving down the rabbit hole of trying to make my OpenGL graphics engine compatible with older hardware (a project I'm working on partially for the sake of learning, and partially because I feel that a lot of indie games already use lower-poly models and smaller textures, so could theoretically be run on a wider range of computers if not for the requirement of modern OpenGL and/or Vulkan), and yours was the first resource I could find that actually gave information, rather than "Just use GLSL".

I also later found this handy ARB quick reference: https://renderguild.com/gpuguide.pdf Would you consider adding a link to it in one of the appendices (perhaps a "Resources" section?) so that others can find it more easily? I had to do a fair bit of sifting through garbage search results before I found it.

NeuraQuarium community · Created a new topic Linux Demo?

Do you think you could post a demo for Linux (and maybe Mac OS as well while you're at it)? I have an older laptop, so I'd like to make sure I can run the game before I buy it.

Not sure if this is a bug, or just an odd UI decision, but I feel that it would make more sense to display the 10th ability on the abilities hotbar, instead of just 1 - 9. What's especially odd is that the 10th ability can still be used by pressing the ability 10 key (default 0), but switching to the next hotbar puts the 10th ability in slot 1, effectively causing it to take up 2 spaces in your total hotbar space.

OS: Windows 10

Closing the trade screen causes the screen to unscroll until the chat menu is closed


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Recently figured this out. In case anyone else is looking for it, there's a public issue tracker at https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker . It would be good if there was a stickied post mentioning this like there is on Steam.

Caves of Qud community · Created a new topic Bug reports?

Is there a dedicated location for reporting bugs, and a list of known bugs so I can make sure that the bugs I report aren't already known?

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We're working on bug fixes for most of the stuff you've mentioned. I agree that the game throws a lot at you right away, and we'll definitely try to adjust that to give a better difficulty curve. Sound and music are also planned to be added, but we ran out of time since we were prioritizing getting the game into a playable/winnable state. Some images for the intro are also something I'd like to add. We'll be continuing to work on and polish the game, so if you're interested, you can check back after voting finishes to try an improved version. 

Do you think you could elaborate about the game not going full screen on the monitor you wanted it on? Any information on how to replicate it, including how your screens were set up, what OS you were using, etc. would be very helpful.

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Well, we were actually planning to display the graphics at 2x size (among other things), but we ran out of time. We're going to keep working on the game though, so if you check back after voting is over, there might be an updated version. There's also a full screen option that might help a bit, though it's a bit blurry at the moment.

Haven't played it yet since I'm super busy with college right now, but I want you to know that when I saw the email saying "temmie released a new game", I was super excited. I played Escaped Chasm and really loved it, so I'm looking forward to this one too! I'll write another comment once I've played.

What's the license for this? Are we allowed to modify the assets?

This feels like what you would find if you pulled back the layers of reality. Probably the best horror game I've ever played.

Is modifying it allowed?

Hi, is it allowed to modify these? I noticed you didn't mention anything about it in the description, and there wasn't a specific license given.

You could still open source the other parts of the game and just not include the assets from this asset pack.

I'm on Windows. And I just checked and the most recent update is working for me. What's your GPU like? I think my problem had to do with mine being a little old if I recall correctly, so if yours is older than mine, that could maybe explain it?

Yeah, the creator compiled it with the previous library version and it worked. He said he was pushing it as the default itch.io build, but I don't know if that's changed since then. It's been a hot minute since I opened spritestack, but I can check and see in a bit.

Assuming it's an update that only works through the app, and not one you can just download from itch.io (which says it was last updated 3 days ago) then no, because the old, working version I have won't (or can't?) auto-update, and the new version is still broken. 

Also, I thought to try the browser version in Chrome, instead of Firefox which I had been using, and it turns out it only partially loads (same as what Waltz 89 got) when using the browser version in Chrome. 

Interestingly the browser version works, but not the standalone version.

Do have any guess as to why the new libraries are causing this for some people, but not others?

It's still broken for me (blank window, same errors) as of the most recent update.

The exporter was and still is working in the older version. 

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The current version won't load. It just gives me an empty, dark gray window. I still have an older version (downloaded 6-19-19), which I have confirmed is still working. I tried deleting the User Data folder in case settings left over from the older version were causing problems, but it didn't fix it.

Edit: Seems like there's quite a few errors in the console:


Still doesn't work. I'm a little behind on Windows updates, but I'm really not willing to fix that, because if I update, it'll undo all the hard work I put in to keep Windows from restarting my computer while I'm away from it. 

I've not gotten this error before with other Unity games, so I'm not sure what's going on either.

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Turns out I still get the error. The error still says  that DX11 could not switch resolution, so is it still defaulting to that?

Edit: Also, I think it's worth mentioning that DxDiag says I'm on DX12.

Hoping it's the former, as the last update for my video drivers came out some years ago.

It would be one thing if he had made his own version for personal use, but the fact that he's selling it (with incredibly similar name, UI, etc.!) is what's really a problem here.

It sounds neat but it crashes with this error when I try to play:

It does this regardless of what resolution I select, and with both windowed and non-windowed mode. I'm on Windows 10, though I tried Windows 7 compatibility mode just in case it might make a difference, which it didn't.

If you need my DxDiag.txt let me know and I'll send it to you, as there doesn't seem to be a way to attach files, and I don't want to paste something so long in the comments.

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I tried that but it doesn't work. When I make a new frame and move or rotate something, all of the frames are changed to it's new location/rotation. Is this a bug?

Edit: Seems it works when rotating, just not when moving.

Edit 2: Is it okay if I post some bug reports here? The feedback forums only allow 2 posts a day, which isn't very much.

The one thing I can't figure out, is how do I add a keyframe?

Thanks! I tried it and it seems really intuitive. I made a tiny flower.


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Is there any sort of demo/trial version so I can get a feel for the workflow?