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shvelo

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A member registered Apr 12, 2014 · View creator page →

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Thanks, I've found it! When I set controller input to ignored it doesn't happen anymore.

BTW, if you want, I can help with Linux support free of charge.

I don't have a controller, just a mouse, but my laptop does have a trackpoint-style pointer, maybe that's detected as a controller?

I've tried playing this on Linux but my mouse jumps to the center of the screen every time I leave it idle for 1 second, when clicking the menu button the menu appears and disappears immediately. All this glitching happens when the controller hint appears, can it be disabled?

I use Arch Linux with Nvidia proprietary drivers.

Mono path[0] = '/home/nick/Downloads/hidden-folks-linux/Hidden Folks_Data/Managed'
Mono config path = '/home/nick/Downloads/hidden-folks-linux/Hidden Folks_Data/MonoBleedingEdge/etc'
Preloaded 'libsteam_api.so'
Display 0 '0': 1920x1080 (primary device).
Desktop is 1920 x 1080 @ 60 Hz
Initialize engine version: 2019.3.10f1 (5968d7f82152)
[Subsystems] Discovering subsystems at path /home/nick/Downloads/hidden-folks-linux/Hidden Folks_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1
Renderer: NVIDIA Quadro K610M/PCIe/SSE2
Vendor:   NVIDIA Corporation
Version:  4.5.0 NVIDIA 465.31
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r_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_

ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_ind

irect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit

_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewp
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ub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL

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GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffe

r_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_s
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ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine G

L_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_te

xture GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range
GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_comp
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re_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_A

RB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform

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buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f
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GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffer

s2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_fr

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ed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_o
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teger_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL

_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_qu

ery GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_
EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_

memory_object GL_EXT_memory_object_fd GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buff

er_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_progra

m5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_deep_texture3D GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_

explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_float_buffer GL_NV_f
og_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_p

rogram5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_p

arameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners

2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture

_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_tex
ture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vdpau_in

terop2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_

program3 GL_NVX_conditional_render GL_NV_gpu_multicast GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_OVR_multiview GL_OVR_multiv

iew2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level  <OpenGL 4.5> ; Context handle 36663352
Begin MonoManager ReloadAssembly
- Completed reload, in  0.102 seconds
Default vsync count 1
requesting resize 1920 x 1080
Using native desktop resolution 1920 x 1080
requesting fullscreen 1920 x 1080 at 0 Hz
Desktop is 1920 x 1080 @ 60 Hz
UnloadTime: 1.149337 ms
Unloading 19 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 3.264681 ms
Unloading 161 unused Assets to reduce memory usage. Loaded Objects now: 4288.
Total: 22.248837 ms (FindLiveObjects: 0.377334 ms CreateObjectMapping: 0.166781 ms MarkObjects: 20.622781 ms  DeleteObjects: 1.081082 ms)
Unloading 1 Unused Serialized files (Serialized files now loaded: 0)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 4288.
Total: 20.491713 ms (FindLiveObjects: 0.326320 ms CreateObjectMapping: 0.085161 ms MarkObjects: 20.062463 ms  DeleteObjects: 0.016906 ms)
Unloading 3 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 10.224145 ms
Unloading 285 unused Assets to reduce memory usage. Loaded Objects now: 2941.
Total: 29.110106 ms (FindLiveObjects: 0.334847 ms CreateObjectMapping: 0.149334 ms MarkObjects: 26.658689 ms  DeleteObjects: 1.966257 ms)
Unloading 7 Unused Serialized files (Serialized files now loaded: 0)
Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 5116.
Total: 30.159977 ms (FindLiveObjects: 0.569327 ms CreateObjectMapping: 0.304857 ms MarkObjects: 29.245454 ms  DeleteObjects: 0.039489 ms)
Unloading 0 Unused Serialized files (Serialized files now loaded: 0)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 5116.
Total: 30.844502 ms (FindLiveObjects: 0.553250 ms CreateObjectMapping: 0.312025 ms MarkObjects: 29.960855 ms  DeleteObjects: 0.017231 ms)
Unloading 4 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 4.035473 ms
Unloading 83 unused Assets to reduce memory usage. Loaded Objects now: 14790.
Total: 25.993596 ms (FindLiveObjects: 0.749061 ms CreateObjectMapping: 0.232966 ms MarkObjects: 24.513720 ms  DeleteObjects: 0.497170 ms)
Unloading 7 Unused Serialized files (Serialized files now loaded: 0)
Unloading 5 unused Assets to reduce memory usage. Loaded Objects now: 16195.
Total: 25.481092 ms (FindLiveObjects: 0.784404 ms CreateObjectMapping: 0.238694 ms MarkObjects: 24.401248 ms  DeleteObjects: 0.056054 ms)
Unloading 0 Unused Serialized files (Serialized files now loaded: 0)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 16195.
Total: 25.009143 ms (FindLiveObjects: 0.804127 ms CreateObjectMapping: 0.166514 ms MarkObjects: 24.015417 ms  DeleteObjects: 0.022499 ms)
Setting up 2 worker threads for Enlighten.  Thread -> id: 7f06577fe640 -> priority: 1  
 Thread -> id: 7f065622c640 -> priority: 1

Little Inferno just for me!

Fun to play, would like to see a longer version, please upscale art with no interpolation

Unity web player? What year is this

Awesome engine!

Can you release a separate version with the old font and no lowercase?

Controls are a bit frustrating.

It would be awesome to have a standalone hardware platform that could run simple games

I love the previous version, looks retro cool

I find the new font way less readable, especially the lowercase characters.

I love it

Requires Unity Web Player, booo

Linux version please

No Linux?

Thanks a lot! You're the best :3