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SirGouki

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A member registered Jun 13, 2017

Recent community posts

I more wanted to know what your process would be, but this is good enough for people who've never contributed to something before.

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I was using custom chips to make it, when I made it with nothing but the included AND gates it does work, but that kinda defeats the purpose of making your own chips.  The way I did it was:

AND 4 - 4 and gates doing A0 AND B0 to A3 AND B3, outputting to OUT0-OUT3.

AND 8 - 2 AND 4s to expand it to 8 inputs and outputs

AND 16 - 2 AND 8s to expand to 16 inputs and outputs - this one would always output to OUT0 even though every chip prior was wired correctly.

When you CTRL + S or click save in the menu, you're saving your "sub circuit" as a new chip.  When you click new, you're creating a new circuit, not a new project, and this is where you use your previously saved chips.  If you want to review the chip you made, place it in the work space, then right click on it and click view.  If you want to edit it (maybe you've made an error and need to fix it), you open the menu, then go to library, and click on your chip there and then edit at the bottom.

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Thank you for your response.

I've actually noticed a bug in the logic elsewhere: I made a 16 bit AND chip, and despite wiring it correctly (Out0 should only be high when A0 AND B0 are high), when I use the chip as a block, no matter which 2 and gates should output high, the 0 output always outputs high.  A 16bit NOT works as expected

If I was to fix some things, what are the odds that they'd make it into the current version hosted here?  Or would I have to fork it and upload my own version (I'd definitely give credit to you, if I did that)?

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Tried this out today and while its the best one I've tried so far, got some suggestions:

The manual should be included inside the software like the help pages are.  It should also detail all the controls in a way that stands out from the rest of the text.  It took me a lot longer than I care to admit to find out I had to click a chip and press delete on my keyboard to remove a chip.

The inputs with sliders should take keyboard input to set them, so its easier to control what they contain (such as the Input 8).  By this I mean something like having a button, or being able to click on the value displayed on them and change it that way.

Multi-pin Inputs and outputs should act like their pin counter parts: for example, the Input 8 module when in a circuit opened as a block, should take an input bus to pass on to the internal circuit, as opposed to having to get rid of it and using 8 input pins or an input bus "pin" in its place, so that users can test the circuit and leave that part in place with one part, instead of having to swap them out.  This would also alleviate having to have, say, an input bus pin, immediately followed by an output bus to break the incoming bus into separate wires, since you'd have a part that effectively works like this by default.  I know I can make my own part to do this, but its not immediately obvious that these other parts don't.  Also, an Input 8 can't take input from an input bus, and the output 8 doesn't even have an output to connect it to anything for pass through (nor does it have a bus connection), where the regular output part does.  I know this is a small issue, but it is quite frustrating, especially when the in software help shows circuits being used that have only an input 8 as the initial input, but you can't also do that.

Sometimes, when reloading circuits that have an output that is feeding an output pin from its right side connection, the simulator will break either just those connections, or all connections between all parts after the initial inputs connections.

Add a drop down or some other menu option that lets you either pin commonly loaded parts as blocks, or lists a folder that contains custom parts the user has saved to quick load them.  It's really slow to even hit ctrl + b and scroll through a list of my parts to reuse them, especially when I want to make a complex circuit with only my own parts (I.E. if someone was following NAND2Tetris, which I plan to with this as so far it seems the only one capable of handling this task).

Add a function to add multiple chips of the same type to the grid at once, instead of having to manually add them one at a time (especially for the input and output since they have a choice).  This would really be useful for making things like an 8bit or 16bit AND chip, as you'd need to manually add 24 parts at a minimum unless you build them incrementally using your own custom chips, and that could still take longer than it should given how custom chips are currently loaded.  Even adding something like Ctrl + D duplicating the currently selected parts would help a lot with this quite a bit.

Add an option to the basic logic gates to increase their inputs.  For example, being able to have an AND gate with 8 inputs instead of just the 2.  It's not really fun to expand these chips when you've already done it a few times and can do it in your sleep, its even worse if you're going for something like a 16:1 AND gate.

Make wires able to be recolored so you can see at a glance where things are connected to, even when all the wires are spaghetti.

Make parts that have Displays in them show their display when loaded as a block.

Speaking of displays, if you wire them inline with each other, they display things in the wrong order.  For instance, if I have 2 displays hooked up, with the bus going into the left one, then from the left one into the right one, the left one displays the 1s digit, and the right one displays the 10s digit.  I have to instead wire the right one first and pass the bus through from the right one to the left one - not only does this not make sense given that components are set up to construct a circuit from left to right, it also doesn't make sense if everything is going by little-endian formatting.  Maybe this could be a setting in the chip to switch them between the 2 modes?

Overall, as I said, this is the best one of these I've seen yet, and I've even used logisim and its forks a lot, and Sebastian Lague's Digital logical simulator, and with these updates it would be even better.  The only other issue I have is that the source is locked behind a paywall and unfortunately, no I can't afford $5 (I'd be more than happy to otherwise, but work is little right now).  If the source was on github instead, I'd be more than happy to try to implement some of these things for you and pass them on to you.  Definitely understand wanting to get paid for your work, you should definitely getting paid for this.  Just wish there was an option for those of us that can't pay for software right now to at least contribute to the code.

looks like that one isn't there any more, but here's a link to the old version: https://github.com/andrew-wilkes/digital-logic

The sheer craziness of someone claiming somebody stole a game from crazy games when they don't even make games, they just host them (and they often do, themselves, steal other peoples games).


There is also literally a button at the top on CrazyGames's website for devs to set up an account to upload their own games.

> Open `Terminal.app`, usually located in Applications/Utilities, then run the following command, assuming you downloaded the application to your downloads folder, and unzipped it, so you have the plain .app file (if not, replace ~/Downloads/ with the name of the directory you downloaded it to):

> cd ~/Downloads/Digital\ Logic\ Sim/Contents/MacOS && chmod +x Digital\ Logic\ Sim && exit

> The terminal window should close, and the app should now open.

No absolutely not, this is not always a "fix it every time" solution.  Firstly, it really looks like you just copied a solution from someone else, as you clearly don't understand what this is doing, or there wouldn't be a "Secondly".

Secondly, no one should EVER run a command in terminal in MacOS or Linux/Unix environment and && an exit to it.  This isn't Windows, this is Linux/Unix.  You WANT to read the response for the command, even when its what you expect.  Because there is an off chance that the response isn't what you wanted, and now you'll have an actual error to use to find out why.  In the case of chmod, the only response you'll get, other than being prompted for your next command, WILL be an error.  Blindly exiting commands like this is how you get what's in one of the replies "No this didn't work and I don't know why", (blindly copying and pasting commands is also a way to get this, because chmod +x is not always going to make something executable to *you*, but whatever account level the terminal is currently at).

You need to edit your instructions: remove the `&& exit` from the commands (as a matter of fact, seperate the `cd Directory/to/executable` and `chmod` commands into multiple lines in the first place, because depending on the account level of the user, they may also need to elevate to an administrator/root level account to even run chmod in that directory), and either explain what you're doing here, or link to how you found out to do this so others following along can get the "why".


cd - simple, changes directory to whatever follows if the directory is valid, in this case home/Downloads/Digital\ Logic\ Sim/Contents/MacOS (note: \ is required because terminal emulators do NOT obey spaces as spaces, but as separators for commands/arguments)

chmod - CHanges the Mode of file operation between Read, Write and eXectution or a combination of the options.  use + to add the mode, and - to remove the mode.  Can use the format of +rwxrwxrwx (for all account levels, usually used with root), +[r][w][x] for current account level changes (where [] can be left out (but one of these must be present)) based on the account level of the current terminal window (not the account logged in to the OS !!), or in digit format, with +777 adding r, w, and x permissions to all accessible account levels.

exit - closes the terminal window

&& - requires a valid command (with arguments if necessary) on both the left and right side - will immediately run the command on the right once the command on the left has finished execution (and only then) as long as the terminal is not closed by that command.. it should not be used by lazy users/noobs just trying to save time, but by people who know what they are doing (knowing to type commands is not qualification, knowing what the commands DO and expected outcomes to look out for is also required) as the next command WILL happen even if the first one ends in an error state, as long as the first command is valid (i.e. if you cd into an invalid directory && pwd, pwd will still print the current directory after cd complains that no such directory exists)

OLC CODEJAM 2020 community · Created a new topic Bye

I had to drop out due to life.  Good luck everyone, maybe next year I can finally complete my first jam.

not even close.  Can't solve something that isn't whole.

I haven't checked the update, but at the time it was released it went no where.  The was literally no code to check for it.

Come back on or after 11/15

Use the Konami Code, read other's comments.

9 are listed (6 on, 3 off).  This is, despite the wording, to simulate what happens when you filter by game type.  Only 9 servers are capture the flag, the rest are some undetermined game style like Free for All or Team Deathmatch.

Its random.  Its to get you to start noticing that things are changing, and sets you up to find the hidden ending later.

Also, the dev's message about his friends running out of bullets before beating the game is likely a hint telling you you need to shoot something.  So far, the rest of his message about the 100% save file is just filler to make it look like a method you might use to load the save file on an older computer (which isn't entirely incorrect, its very close).

JOHN_DEV has joined the game.

Leave the blue flag area, take the *first* right, and look up, but don't get too close to the walls.  Its pretty anal about where you are when you shoot the eye, I shot at it from where I first noticed it, but if you're not close enough, the bullet goes right through the thing and doesn't trigger a hit.  You have to be just about as close as you can get while still able to see it.

this is likely because they aren't letters, they are arrows.




*** SPOILERS ***

And I can confirm that as of 11/12/19 that the only thing this game recognizes outside of selecting a server is the Konami Code.  Anything else just triggers the key pressed sound while in the server list, and there is nothing inside the FPS part of the game that detects any kind of special code input.

You can not even load a terminal or anything to do the things the developer says to do to "load" the 100% save file, nor is there any code that looks for any kind of parsed codes (like a terminal *would* have to check for valid entries)

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The "artist" *clearly* draws the arrow that is commonly used to demonstrate a Carriage Return (which is where the Enter key gets its other name: Return key)... its the clearest part of the whole thing.

Found this pretty easy, this is the exact shape they draw at the very end: https://commons.wikimedia.org/wiki/File:Oxygen480-actions-key-enter.svg

Watch it again, its not 1s, its angles like /\ /\ /\ \/ \/which is why it looks like letters

No.  The Konami code IS programmed into the game, and its way longer than 5 symbols, and you don't press Enter in this iteration.  The image is hard to see, but I guarantee its /\ /\ /\ \/ \/ Enter or /\ M W Enter.  The pencil never crosses the first /\ to make an A, so I am 99% sure its the former,  which would likely stand for up up up down down enter.  The Konami code, by contrast , is up up down down left right left right B A for this iteration of it.

https://en.wikipedia.org/wiki/Konami_Code

***SPOILERS***





it draws /\ /\ /\ \/ \/ and then an Enter Key.  Unfortunately, right now, inputting this *anywhere* does absolutely nothing.  Due to the teaser img the developer posted, I think we'll find out on the 15th, or we'll at least get more.

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25467 is a valid port number.

You're sort of wrong about the slots thing.  There's 15 total servers listed, 12 of them are online, and 9 of them are Capture the Flag, with the rest likely being Free for All (way more common for online shooters originally) or Team Deathmatch (much more common for more modern shooters), and are simply being filtered out.  The weird part of this server list is normally, especially the way the servers are named, they wouldn't be preloaded by the game in question, which is the only way you'd see an offline server in the first place.  Usually, the 12/15 means that you're viewing the 12 servers that are filtered out based on your settings, which in this instance we are forced into Capture the Flag.

 This is likely the case here as well since there are only 9 servers listed, with 6 of them online.  Another oddity with the server list is that one of the servers is LAN, which most games from the early 90s you had to search for using a specific filter, and wouldn't be preloaded into a server list like this, even for games that had that kind of set up (I can't think of one that used a pre-programmed list, or even showed offline servers LAN or otherwise for that matter, and I've played every multiplayer Quake, Doom, and even a few shooters that weren't that well known).  Most games that did use a pre-programmed server list didn't show you the server list, and weren't shooters.

Unfortunately, right now, if you've gotten to this point, that is currently as deep as this goes.  I dug until I couldn't dig no more, and I can confirm that there isn't even a thing to detect the entry of the Up Up Up Down Down Enter code the video shows you following this route.  Presumably, its coming in an update, so as to prevent us from completely cracking the code too fast.

*does.  And yes, it works on the server screen from any state, it works by setting your saved settings to the defaults.

You do not have to uninstall, as using the Konami Code (up up down down left right left right B A) on the server screen resets the game to its default state.  Also, as IwanPlays states, it saves using the registry.  I can 100% confirm this as I have seen exactly how it works.

The following youtube video links to the creator's page instead of this one:AlphaBetaGamer: Zordak .  The link does eventually take you to this page, but I have commented the video with a link directly to here for you.  I'd recommend you contacting the creator and asking them to link directly to this page instead of using your game to make them money through their own blog/review site.

You should reword your question as it makes it look like you don't think they deserve to be paid for their work.  Which is BS, because from what I've seen of KatherineOfSky playing and what I've played through myself, I can definitively state that they deserve to be paid for this game.  As a hobbyist developer (would love to get paid myself, but its really hard to finish something you're working on your own), I can attest to the work put into even the prototype, and you're lucky that was free.

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The error actually tells you exactly what the problem is.  You either don't have Vulkan compatible hardware, Vulkan compatible drivers, or you need to update the version of Vulkan (usually packed with your drivers, but not always) as there's a mismatch.  You can have a higher version than the game, but the game can not have a higher version than you.  Since you're actually getting this error, I'm under the assumption that that means there's no OpenGL version, so unless you can fix your Vulkan problems, you wont be able to run the game.

Looking over the mess of Vulkan errors you have, its not seeing your graphics card capabilities which is telling me its one of the first 2.  If it was you having a lower versoin of Vulkan than the game, you'd still be getting 1s in most of those checks instead of 0s.  See if you can find an OpenGL wrapper for Vulkan.  Vulkan was made by the same guys that make OpenGL so something might have already been made.

Edit: this was made in Unity3D, there's no way that it doesn't have OpenGL support unless they hard coded rendering calls in, or Unity3D itself removed OpenGL.  Try searching for Unity3D runtime arguments to force OpenGL mode, I know they exist because I've used them for Kerbal Space Program (try -opengl)


Edit 2: the correct argument is -force-glcore taken directly from unity's manual