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paulstraw

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A member registered Apr 07, 2017 · View creator page →

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I went back and forth on this, and kinda regret where I landed for the jam. There is a slight score penalty for each time a destroyed city is hit, but think I agree they should just not be targeted at all (or at least only very rarely). Thanks for playing!

I enjoyed the art. Nice, relaxing view and cute cards.

My fish soup!

I'm not really sure why, but the `.pdx` on itch won't open like others for me. I'm on a Mac, and normally double-clicking a `.pdx` will launch it in the sim. This one doesn't though ("There is no application set to open the document 'Lighthouse.pdx'"). It also doesn't appear as a "package"/folder. I downloaded from GH and built, and that PDX seems normal.

This is a cute trinket. I especially like the scrolling crank intro!

Adorable take on Simon. You did a great job pairing the motion and sounds. After playing, I'm even more impressed how quickly you shipped this. Great menu screen, as well.

If you fail without scoring, it crashes. `fail.lua:63`. Looks like you're not initializing score to 0?

Wow! Great music, beautiful art, using every part of the console effectively. I couldn't figure out how to successfully make any potions after 5 minutes or so 😅

Theeeeeeeeee end. I thought this was a fun little RPG. Wish you'd added the music!

This needs a pdxinfo file to be able to run on device, it currently crashes with `pdxinfo file not found.`

I think there could be a fun memory game here with some more polish!

Yuu!

This game makes me anxious in a good way. The somewhat ominous title screen music, the ticking clock, the half-nonsense text. Doodles were also a great touch. I love to see this level of polish in a solo submission.

Extremely difficult for me past level 2, I must admit to cheating (taking paper notes). I quit at 11 as my hand was cramping from writing! 

I enjoyed the notes. Reminds me a bit of a fidget toy

Great entry! Extremely polished for a 72 hour jam. Good music, fun puzzles, multiple world tilesets?!

Took me a little bit to understand what I was trying to do, but this is really fun once you get it! I felt a surprising amount of player agency for being a stick.

I get this same error on sim, but uploading to device works. My guess is the author used a different architecture to build than you're running on. Simulator has that limitation for games using C (like playbox2d) unless you do a song and dance to make a sort of "universal simulator binary".

Fantastic logo and art. The lose screen made me laugh.

I enjoyed the announcer voice. It'd be nice to see your score when you lose. You can also press the button to select multiple times currently, which might influence scores depending on how you implement.

I liked the custom win animation for each level! Good job making a complete package, including the multiplayer mode.

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Thank you! It's not connected to the theme at all, this is an idea I had shortly before the jam and decided to just run with it anyway.

Thanks so much!

Thanks! You can contact me at paulstraw@paulstraw.com for business inquires.

Great callout, thanks. I added an issue to track this: https://github.com/strawdynamics/pdportal/issues/6

Unfortunately, pdportal is limited to browsers with support for Web Serial. AFAIK no mobile browsers currently support it.

Good job, thanks for playing!

Thanks for continuing to follow up on this, Kai. Indeed, hopefully that backporting ends up happening!

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Ah, bummer. I know the feeling all too well. 🙃

Do you think 2021.x is now mature enough that it's worth investigating this more? I would quite like to get this issue resolved, if possible.

Wow, thanks for the follow-up after so long, Kai!

Can you clarify what version of 2021.1 you're using where you see this as fixed? I just tried with 2021.1.14f1, and sadly I'm still seeing the same behavior in both my test and real projects.




Very interesting, thanks for the in-depth description. The screenshots you posted look just like what I see in the editor, so I'm glad to know it's not just something on my end, at least.

Yes, that's correct, no change from switching between screen/world space. The original spot I noticed this was in world-space UI.

I tried removing that conditional, but it didn't seem to have any effect. Quads don't seem to render in builds either for my main project (iOS build), or test project (Mac build).

Definitely understand 2021 is hot off the presses and there might not be much you can do at this point. I'd been holding out for point light shadows, but now that they're in, URP perf gains are just too much to pass up. Worst case, I can just rework things to avoid using quads until you're unblocked. Thanks for looking into it!

Thanks for the quick reply, Kai. TexCoord1 is selected in the additional shader channels on the parent canvas.

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Hi there, I've been using quads successfully with the built-in render pipeline, but am currently in the process of upgrading my project to URP to take advantage of some significant mobile performance boosts. I'm hitting an issue with quads in UI, however. All of my testing has been in 2021.1.0f1.

Quads show up fine in world space STM instances, but not within UI. I set up an example scene in a fresh project with two STM instances to demonstrate this:

Is this a known issue, or am I possibly missing some sort of setup process? I tried searching here and in the docs with no luck.

Super awesome. I love the way things unlock as you progress.