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A member registered Jul 18, 2017 · View creator page →

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(3 edits)

I've uploaded new builds with some quality of life improvements:

  • Fix ugly compression on Quest textures
  • Add deadzone to turning
  • Minor weapon rebalancing
  • Vive support (not recommended, but it's technically playable)
(1 edit)

Yeah, we forgot to add the interaction profile for vive.

I've uploaded a fix, but after testing it with the vive wands- it's really not a great experience. The locomotion was made primarily with thumbsticks in mind.

The art returns!

I found that using teleport with only the left hand led to much more consistent results; the right hand worked intermittently. Might be a clue as to what's causing it.

Oh that makes sense- if you use the Button action type then there's no convenient discretisation of the triggers. The action type has to be set to Value + Analog. The triggerPressed binding is for the clicky button at the end of the trigger stroke.

I tried the fix and it's playable on index now, although both guns fire when the right trigger is pressed.

That's a relief 😅

Which part did you get stuck on? We weren't sure if we made it too difficult/confusing for first time players.

Thanks (:

We're glad you liked it!

Thank you!

Thanks! Means a lot from a VR interaction dev c:

(1 edit)

Yeah we do have a deadzone option in our turning system, but it's a little bit of polish that we forgot to configure before the time limit was up ): 


There's an exit door in the second level that requires all enemies to be killed before it opens, but it's a little tucked away on the other side of the room.

im hungry now

(1 edit)

We had a similar problem with grip triggers. Adding all the interaction profiles (even unrelated ones) in the XR management settings seemed to fix it.

You might also need to set an input binding in your input action map. Sometimes the generic XRController input bindings don't work for specific controllers.

If it still doesn't work it's no biggie, most people are using a Quest 2 anyway.

I'm using SteamVR with Index + Knuckles

Nice! The updated build works for me

I couldn't fire the guns, but trigger works for UI. Am I missing something?

Refreshing to see a submission that uses force grip instead of capacitive on index

Seems like there's no controller tracking on steamvr with index

I love the damped harmonic oscillator fluid physics in the bottle. The pun in the title + the concept makes this the most unique execution of the theme that I've tried so far.

It definitely lags for me, but I only have a Quest 1 to test APKs with.

Thank you, we hoped it would give it a little more pizzazz (:

Thanks! The enemies were fun to make. Enemies are just rigidbody physics and cross products. The bullets all use raycasts with a basic particle simulation. Each gun has different properties enabled on the component to make them feel unique.

Glad you enjoyed it (: