I've noticed on my original Quest I always get a distance of 0.0 m. I like seeing the distance I traveled. :) Also is this the best place to report bugs?
ssj71
Creator of
Recent community posts
ok I figured out the fist thing. I guess just my natural response when going to hit someone is to squeeze the controller pressing the trigger all the way down which arms the guns. For myself I'd make it so that the guns are only deployed if the grip buttons are still held when the trigger is released. So squeeze everything: fist. Hold grip & release trigger: arm guns. Release everything open hand.
Also I ran into a minor bug where I was in the bottom of a U-shaped corridor under some heavy attack. I put my back to the wall and was just firing at the bots coming through both doors. I cleared them out and waited a second to see if any more would come when suddenly an enemy spawned behind my back! It was exciting, but a bit immersion breaking to have it come from nowhere.
Thanks for the help and explanations!
Holding grab without the trigger I thought makes you extend your index finger? I'll play with it.
re: energy management there were some points in the middle of the level where big white arrows and the energy symbol appeared on the wall and I couldn't figure out how to interact with it at all. I assumed it allows me to exchange the energy between my health/weapons etc. I think there's a similar thing when picking EXMs at the beginning of the run but again I haven't figured it out fully. Part of that may just be that I haven't given it enough time. I totally understand not wanting to make a bunch of tuts while it's still being developed.
Just did a short run last night on my Quest. The simplified gameplay is very welcome. Focus on the fun parts. Great job! I actually did some melee fighting when my guns ran out of energy which I always really avoided before and it's pretty satisfying (though I wish I could make a fist to punch with rather than arming the guns).
I'm looking forward to seeing some tutorials though because I'm still a bit confused by the energy points.
I didn't have the -jar argument. I tried adding -jar this time and got this output: https://pastebin.com/f1CW4Szg
Fun idea but seems like there may be a couple bugs. It seemed like I kept getting sent back to the start, even when I didn't get shot. Sometimes the "shrapnel" from exploding bullets would make it impossible to shoot the opponents. Worst thing though was that after buying some towers nothing seemed to happen. This was on FF on linux if it makes any difference.
Aww, bummer. I ran out of time so I didn't actually test the windows build at all. I can't get it to work on my windows 7 machine. I'm afraid to run it on windows you'd have to download the source from the github link. I don't think I can remove the windows binary at this point so I'll just add a big warning in my description. Thanks for trying!
Edit: hmm, you can just download the source as a .zip and import it using the godot binary provided in the windows build. It seems to work there. I have no idea why it doesn't work in the binary (probably something to do with using an alpha version :] ).