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A member registered Mar 09, 2016 · View creator page →

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If you press "More Info" a button should show up that says "Run Anyway" — does that work for you?

For background, Macs have been doing this for years and Windows is now also getting in on the grift where you have to pay them hundreds of dollars per year for a key that makes this not show up — it happens to any program you download, regardless of contents. 100% "isn't there someone you forgot to ask?" energy.

I'll jump through those hoops eventually but it's also a few days of development time to set things up to use their damn key in the correct way (sorry for the rant, it's just a very frustrating, expensive, and unnecessary technical chore that teaches people to ignore windows defender so I'm grumpy about it)

✨ thank you for the kind works & support!

Great, ty. I'll look into getting the main build to use compat mode without the flashbang effect.

Thanks for playing! This version of the game isn't going to see any more updates; you can see the developing full version of the game here. We'll get a linux of that one up and running someday 😅

Ugh that's frustrating, I'm sorry. I was hoping graphical things like this would Just Work by using an engine like Godot. There's a "compatibility rendering mode" that I can try that apparently works on lower-end hardware, but it makes the game looks like this.


I can try to bring things under control and get it looking right in this mode, but could you test to see if this build allows the game to run on your device before I go down that rabbit hole? I just uploaded LancerTactics_0_02_05_DEBUGCOMPAT.zip to the itch page -- let me know if you still see the crash when running that mode.

Thanks for the report & error message — googling around, it looks like this is an issue with Godot talking to your nvidia drivers. These two users said they were able to resolve it by updating their nvidia drivers. Let me know if that doesn't work (or isn't an available option for you for some reason) and I'll see if I can make a new build of the game with different graphics settings.

Stugan is from 2018 and has since closed. I warned you to stop spamming these threads. I'm sorry but since you can't seem to control yourself, I'm going to have to ban you.

Ditto, my mac can't unzip the file.

Not likely. I have an internal one but it's hard to use, and most future dev work will be aimed at making a sequel rather than large updates to this version.

I don't understand what you mean, there's not really a demo, just the browser and the downloadable version with the only differences being the ones noted.

What you get with the paid version:

- ability to save creatures locally / to a private server

- better performance since it's running natively

It's otherwise the same as the browser version. The only multiplayer is being able to load other people's creatures in the race modes.

I didn't have time before I had to catch my flight! I think folks can expect an every-other month cadence for new builds.

Beautiful, thanks for making this! I loved the art style.

I wasn't quite able to get it in for this release, but there'll be a difficulty modifier in the next one where you can adjust the number and tier of enemies. I currently have it set to the by-the-book guidelines for reserves count and I agree that gauntlet's 1X is a bit underwhelming.

That's Necrobarista! I probably specifically went and searched it out because I remembered it being stylish, rather than finding it in the database. Sorry you went through all that trouble! 😅

> EVA

yeah I didn't mention that this eva effect only happens if you're underwater i.e. above the ground level AND below the water level

> multitarget

also yeah, attacks with AOE patterns continue to hit both targets as normal.

> brace

I discussed about how we'd do it earlier but I hadn't actually gotten around to implementing before now

> character sheet

hm I think I only actually disabled mechanical changes during downtime, now that you mention it; we might get reflavorability for free if so. I'll keep the option in mind!

It's currently mostly on hiatus. I have some grant money coming down the pipe to work on it for a few months next year, but besides that all my dev time is currently on Lancer Tactics.

I fully intend to turn towards Crescent Loom 2 after that though, made in an engine that can handle more than a few creatures at a time.

I hadn't heard of Powdertoy before, what a fascinating game 👀 love sandboxes like that.

Yay, I'm glad it's got you thinking about what might actually be going on to allow us to move through the world. That's spot-on for what my intention has been with this.

The downloadable version lets you save creatures locally instead of on the cloud, has likely better performance, access to moddable files like being able to program your own ion channels, and a few niche utilities like being able to record and save neuron activity to file.

OH I thought you meant putting title hover text on all the images in the post, not just putting the game names in that big diagram. Yeah lol I definitely regretted not doing that almost immediately when I wanted to go back and look up specific screens.

Haha I'd never thought about that. It takes so much time to crosspost these damn things across different formats and platforms I dunno how feasible it'd be to write and preserve them... but I'll see if I can remember to do it next time.

? that's a fair bit into the ways of tutorial. You've made a full body and swimming animal at that point. There seems to be a bit of a disconnect between what we're seeing here.

To use Tab to change connection types, you need to be mousing over the connection you want to change, like this:


The downloadable HTML5 demo was made available for some teachers who needed to self-host it to get around their school's firewall — you'll need to use a chrome extension like this one to get a localhost and point it at the files. So I'd obviously recommend using the provided in-browser version instead.

Thank you for the report. I'll log it and try to repro before the next build. Is this on windows?

Yeah... I think we're gonna try to see if we can get way with adding little animations and bounces and emote symbols to give them more depth before committing to sinking a bunch more asset money into a thousand mouth and eyebrow variants.

I'm glad you're finding it useful! I've been doing some smaller projects on the side and it kinda feels overkill for those, but if you're doing something that's ever gonna care about having a bunch of content or saving games it's great.

I bet it was just an oversight on my part, thanks for the report! Noted.

Yep, there should be one available via Backerkit now! Let me know if you're not seeing it.

For armor-lock playing we'd likely add additional triggers for when they have the system and are getting knockbacked/grappled just to spot-weld that edge case. For the Nap... I'm not sure. It might have to be a playtest-and-see approach to what the best balance of trigger timing is.

Hey thanks! I really appreciate hearing that! :)

Not yet, sorry! It's still so much in flux that it hasn't made sense to make a guide yet. You can see an example sitrep by loading the holdout trigger group in the trigger editor, though.

It could definitely be better signposted, but that's the end of the tutorial.

Oh these are so sick. Amazing work!

Yep, correct. We carefully considered doing hexes but ultimately decided that the development time spent paying the Hex Tax would be better spent elsewhere.

I loved reading this, thank you for making it

Thanks! Happy new year to you too!

Thank you!!

This is in Godot, not unity

They called it "overengineering" and "a disturbing adherence to abstract organizational principles that don't have a utilitarian immediate purpose" but who's laughing now?? Code is change! Defensive decoupling of concerns will keep you alive in the face of an unknown and shifting future! Ahahaha.....

It's a known bug; it's fixed in the downloadable version.

There isn't a public build beyond the alpha demo on the itch page. Playtests of the Kickstarter version will start hopefully Q1 next year.