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Rokonuxa

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A member registered Aug 31, 2018

Recent community posts

Accidentally put a kerfur (orange) wheel into an open container. This apparently seperated the wheel and when activating kerfur, the wheel flew around the garage, causing minor mayhem (havok perhaps?) and I can now not disassemble this wheel-less kerfur, nor send it to do anything.

Someone found that it is linked to your FOV being high, so if you can handle seeing less, that is a temporary fix.

I have the same issue, I think something with the LOD may be wrong.

I also saw some areas where fences are clearly vanishing when I am like 10 meters away from them, regardless of view distance.

found while trying to build walls, using the gravity gun while crouching makes you uncrouch and just threw me to the noclip prevention zone when doing it near a small protrusion in the base geometry parking lot.

This should not be the solution, but I found using a gravgun to position a wall between you and the grabbed enemy and just... walking away usually kills things with phys-damage. Not tested on the big box yet, but if it works, that could be a solution.

Perhaps doors and corners could be used to "radiate" audio outwards from them, with a lower volume and some tag to make it bounce X amount of times?

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  • The ATV should have either a seperate FOV from terminals, or be linked to the character FOV instead, my eyes hurt.
  • Hostile Kerfur is about 90% too healthy in every stage and its health scaling to how broken it is seems inverted, why does chipping away from its armor make it tank damage MORE? Usually, frenzy phases are short but dangerous, not longer and even MORE dangerous.
  • Too many pigs, to the point that I see no reason to properly clean up anymore.
  • A tooltip to show what diffiiculty all affects could be great.
  • Performance graphs and some makeshift excel could add some functionality to the PC.
  • A tablet, similar to the map, that links to one specific camera may be interesting. Incase there is something that you absolutely NEED to keep an eye on, like an imprisoned enemy, or an event you dont want to miss.
  • An option to just NOT have any AA. Nearest interpolation, pixellated, whatever, just not... antialiasing. SOMETHING is adding motion blur regardless of the setting and this is a suspect
  • some scale guides in TXT form in the assets folders could be nice, as well as making it clear which ones can accept transparency and so on.
  • A simple syntax could be used to order audio from the radio to be like GTA. for example:
  1. RadioVoiceFolder (random announcer bit
  2. MusicFolder (random music)
  3. Sting.mp3 (regular normal music file, a radio ad or the good ol "YOU ARE LISTENING TO" thing.

I feel like it could be absolutely stunning with some simple things, like undo, a grid instead of a hidden object limit, a bit of modulation on those sine waves...

I also generally dislike static builders like this, preferring ones that slowly or over turns evolve the landscape based on what you placed, growing roots, wilting, moving around, that kinda stuff.

Definitely wish trying to play the game in windowed mode wasnt kicking me in the most snappable bones on my body in random order whenever I try or whenever i change any random setting unrelated to playing in windowed mode.

Incredibly cool game and concept

Aw man, thats a shame, it looks really cool.

Starts VR and tries to communicate with the internet for some reason, AND is fullscreen for no good reason.

Unless the decimal points in timers are the actual seconds, low FPS slows the actual game ticks down to a CRAWL, where 15 seconds take SEVERAL minutes.

Infact, the game tells me that in the last 54 minutes, I did 3 minutes of gameplay.

The little I saw of the game so far SEEMS interesting, but I believe this is unplayable.

I dont see anything that would cause this low FPS, I at first assumed a render was taking up ressources, but I tried again after it was done and nothing changed.

Binding tickspeed to FPS in an idle game seems unwise, unless something else is happening here.

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It feels very limited in scope.

For an actual ISSUE, picking up a card can place a tile in that location, if it is an open spot, but now to my opinion:

This game could be about ANYTHING. Chemicals, random unknown energies, abstract shapes, but it is about animals.

Animals that dont interact, shapes that are just placed to give you points to get more spaces to place more shapes to buy more packs to place ...... it just loops and thats it. Eventually you loose.


This may be interesting for others, but it feels to me like a game that could be about ANYTHING, instead of "arrange tiles you put to make an ecosystem for animals", while named in a way that implies some dynamic biology happening

You do not make an ecosystem, you place shapes in spaces you place. Nothing happens beyond that, so I am left, bouncing animals on my screen.

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Gave it a try and you seem to be mistaken in the main issue. I really need resolution options. A dropdown with several options and "confirm" button, with that tiny 15 second countdown that everyone seems so intent on starting while the program has yet to show anything at all and give zero time to consider if there are any issues with the resolution on the first time through.

Or an actual windowed mode with resizeable edges.

I mean, it now hits the bar of "playable" and I will give it a try now, but still.

Edit: sorry if that was harsh, having a bad day right now and when that happens, I sometimes get verbose and mean.

I just want to say I am amazed how simple and quick this worked

I was about to despair when I noticed I had just started a race THAT quickly, but within moments the controls just worked and despite preferring toggle grip, I won that first race.

Amazing.

any chance for windowed+resolution options? This is like the 3rd game in a row I wanted to try, that could not handle that I am one of like 5 people who doesnt auto-hide the task bar and just kinda leaves it right where it is.

Alt+enter and f11 and so on dont do anything. Rather frustrating.

Just gotta ask, do you have a nintendo ninja counterplan?
Like, is there a second folder of assets to drop in for when they come for you?

What is it exactly you want to build? Maybe I have some ideas for how to make it happen.


Incase it is what I think it is, to put 2 different materials into a factory, put routers # and junctions % like this:


>#%#%#%>

>%#%#%#>

with either material possibly coming from both sides simultaneously or just from one side each.

Then just lead conveyors to the factories directly from this chunk of blocks, from which the output can be put on one belt.


For more throughput, the thing can be doubled like this:

>#%#%#%

>#%#%#%

>%#%#%#

>%#%#%#

Place routers like this : 

=##=

 |

= + | are conveyors

# is a router.


If you have routers in a row like this, they mathematically throw stuff back and forth which in combo with the conveyor leading away leads to what should be close to the ratio you want. This is why routers in a big block take more time than just conveyor belts.

Its there now, with several different versions, though since I have already downloaded the steam version by now,  I am not going to download it again.

Thanks for the quick reply!

Using the itch.io launcher,  it says that this is not available for windows. From a similar conversation with another dev, I know that you may have missed some option which enables the download per the launcher. Could you look into that maybe?

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I just tested it. Besides needing to redo the link using the "?rules=" section onwards, to not get an XML error, It works now.


For comparison, The old link: https://v6p9d9t4.ssl.hwcdn.net/html/723882/index.html?rules=VU9BcsQgDJMMKd6GdIcJ3UMfsfuFvKevyNPyMypIZnaKZWFbHrCJr7mhAW9vbVBrx3G0X-z7vm1bSkjJSAghmKB0ih8vVQIC7TUkAfbJfkBTSisMHsmarC6lc1k6k6qGQstcC9fMKZNXr8fl22NZrngINniqHdZV2hmf6oS3JfCyGxzSnf0NoQ7OrrmqWFgG-51Rxf_-c_6v3dw01003tSsw-9gM4FM68gNYnY_VkZTyKdcMM_4A


The new link: https://zaratustra.itch.io/imagegram?rules=VVBRbsUgDLMDHXkraA-VvY-dpufZKXq03owZWulpxDEkRiSByGtHB97e-6Tez_PsvziOY9_3lJCSkRBCMEHhEj8YnoHKP5WHfXIuG14ZPJItWSt1cC2DSWVDpWVulVvmksn7rsfy7bGW-zwFm7y0ARsq7Tpf6oK3JfC2BxzSneMNoU3Orr6aWCiT_YtRyf_-c9XXWG7q66GdDPqZ1U3ja06pyC9gc742R1Loqpqw4g8.

You did not know about it? I just thought it was too small to care about...


From what I know, It always happens when copying the url from a imagegram that uses black seperator lines to distinguish between two processes. It just leaves out the first and last pixel and this obviously breaks most of them.

I always wanted to see what others did, as I myself have so far mostly modified presets (Mostly the dungeon) and want to see the true potential of this tool.

If zaratustra is okay with it, I would like to open this topic for submissions of full imagegram links, paired with a description.


Here are two of mine and a template of sorts:

  • Title: The worm builds the dungeon
  • Description: Deriviative of the dungeon1 preset, where the rooms are not generated at start, but instead by a small white-yellow worm thing. Takes a long while to become substantial.
  • Link: Worm
  • Needs Black Line Fix?: No

____________________

  • Title: MetroidVania Inspirator
  • Description: A Dungeon2 Deriviative, which roughly darkens much of the generated dungeon and then deletes everything else, leaving a husk that immediately stood out to me as something that could be a map of Dracula's castle.
  • Link: Castle
  • Needs Black Line Fix?: Yes

____________________

The Black Line Fix is a hint that it contains seperators, which get slightly broken when sharing a link, meaning the lines need to be completed manually, before the result is as expected.

It is possible to get the basic unity options for resolution and all by starting it while pressing the shift key.

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Is this using the 3d variant of WFC or are you plopping down blocks on a 2d "plane"?

Because This may be the technology needed to truly recreate Blame! in a game.