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Slash0mega

10
Posts
1
Following
A member registered Apr 09, 2016

Recent community posts

fell in love with this setting after playing this on steam, sad that i can't find any updates for the sequel

I immediately found a bug lol, if you remove the first glyph from the first puzzle and drop it too close to the container, you can't pick it back up XD

that would be desktop+ (free) or ovr toolkit (paid, but very nice interface plus wrist controls for media)

vr support would be so cool, but probably not possible :(

ROFL, i found this trying to find a full metropolis rip on google. what makes it funny is the reason i was looking for it was because i wanted to import it into something to explore in vr, and then i just find this!

i want this as a wallpaper engine wallpaper lol

just to be sure, you are actually pressing "a" and "b" right? as in (assuming index) A is the b button and down on the touchpad is the a button?

really cool, but i have 2 feature requests.

first is have input blocking only turn on when you are grabbing the console (and block input to the console when you let go, of course) that way you can quickly drop the console to do somthing, then just grab it again to keep playing

the second is per core input switching, a table like

a=a

b=b

x=x

y=y

start=start

select=select

so on and so forth, so you can say somthing like "the default is fine for snes games, but for gameboy i want b=a and y=b" so you can use physical buttons on consols that don't have to worry about 4 buttons without changing the whole steam input set when you change cores.

I hope this gets revisited at some point, if 2.91 has the features needed for this to work i would love for it to be updated!

how dose this require the game engine? farther down the page Matt mentions something about scripts working a little different but nothing about the blender game engine...