KAZESUI'S PROFILE

Doing Super Programming
on Super Computers
for Super Performance
The Curse of Cpt. Lovele...
Nautical-themed cephalopod-pirate-based action-shmup.

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UnBit

author=TheNecromancer
The last version you sent me worked. I was able to do the first person view part, although it brought me back to 2D and I didn't see anywhere else to go.

I saw a few paths blocked by doors but after exploring what I had available and coming up empty, I decided to quit. Did I miss the grande finale?

You did miss the finale, though it's not overly grande. You might have missed it as it's rather unintuitive. If you head up after the returning to 2D, you might notice that two binary streams which were zero before have swapped to ones, allowing you to open the doors by toggling the accessible buffers in that room.
This is not how I had planned it, and there's no good indication for this, but I ran a bit short on time for the event.

It's interesting. I didn't catch on to the binary puzzles until towards the end. So I simply kept switching things until I could move forward. The simon says thing seemed weird at times. Like it was asking me to hit 2 different squares, but when I hit the first one I get stuck and new ones spin. First person turning speed is a little slow, oh and that effect on your name at the start was a little slow as well. At first it was pretty cool but it dragged on a little too long heh



Yeah, I imagine the average player will not be familiar with logic gates, so I tried to keep it relatively simple, to the point that just toggling the buffers randomly will work relatively fine.

As for the Simon says puzzle, when you hit the first one and it interrupts you, it usually means that you hit the wrong square. That said, there could be some bugs still in it which I didn't capture.

And yes, the rotation is a tad slow by design, but I should probably fix that. The corridors are a bit narrow relative to the hit box, something I didn't realize until I started making the hit collision for the 3D environments, meaning fine tuning the turning was a bit more important than usual rotation speed. There probably is some leeway in there which I should still fix for though.
And yes, the intro is far too long, especially for how short the game is. It is definitely something I want to shorten, although it also has a lower priority than other things I need to take care of.


That music sounded familiar in tone and composition, did you use one of those tools where AI makes up a song based on instruments and variables you choose?


Nope, the music is primarily sourced from good old vgmusic. I don't know of too many services which generate good midi music with AI, as most of the sources I know tend to generate soundwaves themselves which are not particularly storage efficient. Implementing an AI model to do this in the actual plugin would likely also not work that well, since the AI models tend to be a bit too big, and not easy to compress down to a size suitable for a 1.44MB challenge.

Thanks for the feedback, and for playing the game

UnBit

On that note, I've updated the download with a version which should work even if parts of the code should be unhappy with the computer. Not entirely sure if it ignores dll errors though, even if in theory it should.

UnBit

author=iddalai
I was curious about the game because you usually make these technically incredible projects with RPG Maker (...even if sometimes they are quite hard to beat!).

The issue is probably that I'm using an old computer and missing some files that are common for the latest Operative Systems.

I'm not too knowledgeable about hardware, so I hope I'm sending the right information.

https://rpgmaker.net/media/content/users/21676/locker/specserrors.png


That is the correct information indeed. The good news is that it seems that your hardware, or at least your GPU, should theoretically be able to run it. The bad news is that it if it doesn't, it likely means the driver with the correct dll in question was not pre-installed, and chasing down that driver could prove tricky and I'm not entirely sure I would recommend going through the hassle for a 10 minute game unfortunately.

I'm working on a workaround, but I'm not too sure how well it will work in terms of performance, just that it should work.

UnBit

author=TheNecromancer
Doesn't run
<helpful image>


Thanks, that's good help, albeit also a bit curious.
Could you do me a favour and try to run this variant of the game as well?
https://rpgmaker.net/media/content/users/3355/locker/Unbit005_DEBUG.zip
This is not a fixed version of the game or anything, but rather a debug version which opens a console window and prints a bunch of logs as to what is happening in the background. I would love to know what the console window says as it will probably give a good clue as to what the real error is

UnBit

Thank you for trying. I was worried something like this wouldn't be all too unlikely. If you don't mind, could you please share your computer specs? CPU and GPU if you have one should suffice, and also the .dll error in particular if you could.
Thanks

UnBit

Thanks for the feedback. More of an experience is what I was going for and yeah ending was a bit abrupt, mostly because I hadn't implemented a proper way of actually exiting the game.
And yeah, that's 3D in rm2k3, but to be fair it's almost purely C++

Brainbow

Good job, and love how well your username fits (this game anyway)

Real Tactic Package

Cool, a Let's play even. That's already more than I expected in terms of feedback

Real Tactic Package

While I already had most of the system up and running, I only had today to actually make content for a game, and thus it is a "little" bit bare bones, hence the anti climatic ending.

As for the elves, they don't actually heal, they buff. Their buffs last one move and increases move length by 1 as well as increase the attack strength by a bit. I wanted to have some "profile" cards for the different units which you could access during battle to figure out what they did, but ran a bit short on time.

Thanks for playing though, and nice to know about the second batle potentially being more difficult than the last one.

Puzzle Tower

Ah cool, still some attention for this tiny contest project.
Yeah, the last puzzle is clearly the weakest, should definitely have modified it somewhat. I can also see the time thing being slightly frustrating, but that's something I more or less had to do, due to the 10 min gameplay constraint. Normally, I wouldn't impose such a time limit on such a puzzle, but given how short the game actually is, I figured it would be rather bearable.

Either way, thanks for the feedback
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