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Michael Macha

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A member registered Jun 05, 2017 · View creator page →

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Browsers are a pain in the neck sometimes. I'm glad we got that figured out!

I can't say that I've had that issue; but I understand. If you reduce the swivel down close to zero, it should be forbidden from doing that; drop it all the way to zero and you can constrain it to a flat plane.

Totally forgot to add an explicit reset button when I patched the camera controls... but, hitting escape now pauses (or 'P') and the quit button takes you back to the main menu, so that should work for now. I'm going to break for a bit. Thanks for the feedback, I'll see about adding 'R' and a better death sequence later.

OK, I've adjusted the camera controls so they should work with more mouse types; you can adjust x-sensitivity, y-sensitivity, inversion, and X-axis swivel now. It's been working fine on my gaming mouse and it did well when I showed it live last weekend; but everybody's got a different thing. Give it a shot now sometime, and let me know if that helped.

A restart button is easy enough. What do you mean by a static camera?

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It is kind of a Sailor Moon copy. That's sort of the theme. 

This isthe first serious complaint I've gotten about the camera. Could you elaborate? I'll take a look at it.

Addendum: I'm adding some additional controls; it works find on my mouse but everybody's got something different, and this is a pretty fancy mouse... give me a work day or the morning and try it again, and hopefully it'll be more navigable for you!

This made me laugh pretty hard.

The game froze up for me for a bit too, and returned control after a long delay; otherwise, the polish and platform design is great!

This is really ambitious, making a game with a custom sound driver which will work on actual hardware. I can't quite figure out how to play it, though; I've tried on two browsers, and my bucko just spins in place on either one.

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I love the idea of a beat-em-up in this! It would feel a lot better with some audio/visual feedback for hits, and a health bar, though!

Heeeeeeey Mode Seven!

You've got a lot of detail in your monsters!

Honestly I really applaud that, there are a lot of people here looking to voice act as it stands.

I would suggest just being honest about using it, if you do. Not that I'm an authority or anything, but I think the biggest and most prominent concern for many is people taking credit for work they didn't really do, instead of being up front about it. 

I dropped the web version, as it only ran on a select caliber of machines and the quality still wasn't up to part for me. Just use the download!

I appreciate the consideration. The flute would do better if it was a bit grassier, but I'm pretty sure I tweak that. The plan with the lower bands is to mix that down, soften the peaks, and fatten it up with a little further TLC. Most of what I started on this for was to break from a lot of the rest of the production, and you're right, the best music starts small.

I want to add another stretch to it which feels a bit lower and thicker. Obviously it's eventually supposed to loop back cleanly.

Thank you so much for the listen and the feedback!

Thanks, I have no idea why it's being weird about this. I'll try and get some cover art on it now that it's working.

I keep getting literally every game I've ever submitted in the submission box, but not the music I just uploaded. It's nowhere to be seen. Do I need to have a particular setting on it or something like that?

It's public, it should be visible, and it is open to view and download. There's an MP3. The only difference with the other soundtrack I've got uploaded is a lack of cover art, but that doesn't make a lot of sense. I've got it here: https://vikinghelmet99.itch.io/silurian-world-view

But, it doesn't want to show me this option when I try to submit. Just the long list of others.

I would consider websites like splice.com, and seeing if you can work with any of the professional vocalists on there. I haven't used it yet but it's apparently the new Sounds.com, and that site had a lot of excellently produced loops on it, which were pretty pliable if I needed to change their pitch or something like that.

Yo, I uploaded a web version for you. The engine has definitely stripped it down, but it seems pretty playable... you don't get the crashing waves or anything, but hopefully that will work for you. Expect some critical loading time, too; but don't worry, it starts paused.

I just tested the Windows version, and it took a moment but it did start. The window was initially gray, then you get the Godot logo (as I don't usually turn it off), and then the world, paused. I suspect that first-run delay is mostly from Vulkan shaders compiling, but am not totally sure. If you can't get it going, I suppose I can try to export a WebGL version at some point.

I appreciate you discussing this, I'm going to try and figure out how to get it working for you. Eventually.

Really weird. Just to make sure I didn't do anything too stupid, you did get the .exe, not the .x86_64, right? Because I've accidentally mixed them up in the past, and I develop on a Linux box so I might not see that

Also, is it in the same folder as the .pck file? Because it does need that to run. All of the files should be in the same directory together or it won't be able to start.

Odd. What are you running?

Fun, pity it isn't longer. I liked the variety in the chief's attacks.

I added a few things at the end. The drums are from the CSNR pack from the now-defunct Sounds.com; I've got a bunch of those. Unfortunately no harps like I was looking for, which is strange.

I can't fault this in any way. Complete mechanic and everything. Great work.

Thank you so much!

You gotta distinct Hellblazer vibe going here. I like it.

Very clever.

Yes, it just sort of fit the punchiness of the script!

I love your art style! What tools did you use to create this?

This looks like a fun read.

Interesting. I wouldn't mind reading more of this.

I'm accustomed to 24-page comic books (or thereabouts). That would be doable but something of a challenge over a single weekend. How many pages do you anticipate for the jam?

No access to your page yet, guys. Is it set to "published"?

Alas, I ran out of time. I've gotten a lot of great feedback on this one and may come back to it though.

The eventual idea was to have gates that unlocked when all enemies in an area were defeated, but I didn't have enough work time to implement it.

The idea is to grab the captives and take them back to the starting room. Thanks for playing!

Thank you! I think I need to pull out a proper normal mouse and try that out. Sorry about the inversion.

I'm suspecting that my third person camera has a ways to go; I might try using an interpolated camera or something like that on it instead. Easier on the eyes. Maybe throw a pause menu with an invert-mouse option, on both axes, just to be safe.

Crazy how many different "mice" types we have these days.

Hopefully I've got that figured out. This is a little embarrassing, but I do not have a normal drag-style mouse in this household anymore!

If you play it again, do let me know if it works for you now!

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OK, updated the controls... it'll be easier for me to get used to with a thumb ball than it would be for everybody with a normal mouse anyway!

Also, I'm really glad you liked it!

Inverted controls, huh? Like X-axis inverted? That might be an artifact of the mouse I use, I can address that. I'm on an M570 and I always get that mixed up. I might update it later today.