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Ace17

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TimestampSince previousGameAce17's comment
Apr 26 06:53:02 Down and down we go ♥ 2 Same for me : I can get the elevator doors to open, but seems like there's an invisible wall preventing me to go inside the cabin ...
Apr 26 16:54:39 10h 01m Ludum Dante’s Inferno ♥ 0 I like how it looks ! Have you considered randomizing the location of the holes ?
Apr 26 17:06:28 11m 49s Nestence ♥ 2 Kudos for providing a GNU/Linux version ! It's working perfectly, and I must say I'm impressed by the smoothness of this game, especially the 3D parts. The aesthetics of the house are neat, and the nested russian dolls are a nice touch ! Very nice work ! Now, I want to play a lo-fi 3d point-and-click game taking place in a wooden house :D Audio is definitely lacking, that's too bad ! :-(
Apr 26 18:39:52 1h 33m Deeper In The Night ♥ 0 Nice work ! I got it to run on GNU/Linux ! Your source code is almost platform-independent (except for one call to PlaySound from Windows MME ("mmsystem.h")). You're missing a 'return' statement in the 'hitbox' function, by the way ;-) By the way : be sure to disable systematic OpenGL error checking on every GPU operation : this slows your program down, as it will force OpenGL to flush pending draw operations.
Apr 27 05:41:13 11h 01m Survivre ♥ 2 Great work ! The music is impressive, and the wind sound FX creates a very immersive mood. And the stone sounds when you near-miss a rock are a nice touch ! Kudos for using your own native engine, and for providing a GNU/Linux version! The architecture of the source code is full of gems ; I strongly encourage other people to have a look at it and learn from it, as it contains good examples on how to properly isolate platform-specific code (the game seems to support *multiple audio backends on the same platform* !), there's even automatic hot-reloading of the game code (!).
Apr 27 19:28:55 13h 47m Menhir ♥ 1 Cool music and puzzles ! And kudos for providing a GNU/Linux build (which BTW worked perfectly on my machine). I had a hard time finding out what I was supposed to do on the second level, but still managed to get to the end ! I would have enjoyed some clicky/UI sound FX!
Apr 27 20:29:23 1h 00m Where are you? ♥ 3 Wow, very fun game ! I stopped after dying 99 times :D I love the idea of spawning platform blocks, but the levels are very hard ! Thank god for the checkpoints :D I found the music not really fitting the gameplay, what about some bluegrass banjo instead ? Wouldn't it be nicer ? :D https://www.youtube.com/watch?v=85mDyWCgHy0 Good work and thanks for making this game, we had a fun time dying and retrying!
Apr 27 20:44:41 15m 18s Of Sound Mind ♥ 3 Doesn't load in Chrome :-( In Firefox, I get the following error: ``` An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was: abort(178) at jsStackTrace@https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.framework.js.gz:2:16334 stackTrace@https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.framework.js.gz:2:16505 abort@https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.framework.js.gz:2:748 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[54700]:0x100a530 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[25525]:0xa1275f @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[49988]:0xf47a73 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[23591]:0x9e1549 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[54479]:0x100983f unityFramework/Module.dynCall_iiiii@https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.framework.js.gz:2:462323 invoke_iiiii@https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.framework.js.gz:2:331403 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[52589]:0xfb3407 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[52028]:0xf9abb8 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[4324]:0x1aefb8 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[4322]:0x1aec88 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[8282]:0x310806 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[8280]:0x30f727 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[10359]:0x3d4538 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[8524]:0x32abad @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[10786]:0x403cf6 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[10461]:0x3ddf0d @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[10461]:0x3ddf22 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[10456]:0x3ddab6 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[10449]:0x3dbc7b @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[54496]:0x1009b18 unityFramework/Module.dynCall_v@https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.framework.js.gz:2:471305 browserIterationFunc@https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.framework.js.gz:2:168124 runIter@https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.framework.js.gz:2:171197 Browser_mainLoop_runner@https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.framework.js.gz:2:169659 ```
Apr 28 11:29:30 14h 44m DEEP LD ♥ 1 Nice and simple, and loads almost instantly, I'd love to be able to say this for most games here :D I made it to the end of the maze !
Apr 28 11:31:36 2m 06s Shadow Temple ♥ 0 Too bad, Windows-only :-( can't, play .
Apr 29 06:02:14 18h 30m Disaster Dig ♥ 2 Nice game ! The feeling of going deeper and deeper is definitely here. Not the fact that you have to dig down deeper, but the fact that while digging, you're always asking yourself : will I have enough fuel to get back ? Ironically, this feeling is made more present by the fact that you have to do round trips to the surface to refuel ! This reminded me of Factorio ; It took some time but I made it to the end!
Apr 29 11:19:16 5h 17m Deeper into hell ♥ 2 Great compo entry ! The music is punchy, and the SFX are too. I had no problem with the tank movement controls (though, mouse aiming in a room-by-room game is pretty disorienting, as the relative position of the mouse pointer jumps between each room). The gameplay was hard but cool ; however the tanks gets hard to control when you take too many velocity upgrades (and there's no way to tell them appart from the other upgrades, which are required to win the game :-( ) And also, it's nice to see other folks using their own engine! OpenGL + SDL2 FTW ! 🤘
May 1 07:03:55 43h 44m Deep Mind ♥ 2 Crashes on startup, here's backtrace : ``` Thread 31 "Loading.Preload" received signal SIGSEGV, Segmentation fault. [Switching to Thread 0x7fff08956700 (LWP 39326)] 0x00007fff3914d92d in mono_object_get_class () from /tmp/Builds/Games_Data/MonoBleedingEdge/x86_64/libmonobdwgc-2.0.so (gdb) bt #0 0x00007fff3914d92d in mono_object_get_class () from /tmp/Builds/Games_Data/MonoBleedingEdge/x86_64/libmonobdwgc-2.0.so #1 0x00007ffff6e90f86 in void StreamedBinaryRead::TransferSTLStyleArray<ArrayOfManagedObjectsTransferer>(ArrayOfManagedObjectsTransferer&, TransferMetaFlags) () from /tmp/Builds/UnityPlayer.so #2 0x00007ffff6e8c3c0 in void Transfer_ManagedObject<StreamedBinaryRead, true>(SerializationCommandArguments const&, RuntimeSerializationCommandInfo&) () from /tmp/Builds/UnityPlayer.so #3 0x00007ffff6e8bfd8 in void TransferField_LinearCollection<StreamedBinaryRead>(SerializationCommandArguments const&, RuntimeSerializationCommandInfo&) () from /tmp/Builds/UnityPlayer.so #4 0x00007ffff6e887a1 in void TransferScriptingObject<StreamedBinaryRead, false>(StreamedBinaryRead&, ScriptingObjectPtr, ScriptingClassPtr, SerializationCache::Data*&, ManagedReferencesRegistry*) () from /tmp/Builds/UnityPlayer.so #5 0x00007ffff6eba42c in SerializableManagedRefTransfer::Transfer(Object*, SerializableManagedRef&, StreamedBinaryRead&, bool) () from /tmp/Builds/UnityPlayer.so #6 0x00007ffff6ecab20 in SerializedFile::ReadObject(long, ObjectCreationMode, bool, TypeTree const**, bool*, Object&) () from /tmp/Builds/UnityPlayer.so #7 0x00007ffff6ebd8fc in PersistentManager::ReadAndActivateObjectThreaded(int, SerializedObjectIdentifier const&, SerializedFile*, bool, bool, PersistentManager::LockFlags) () from /tmp/Builds/UnityPlayer.so #8 0x00007ffff6ebe6e6 in PersistentManager::LoadFileCompletelyThreaded(core::basic_string_ref<char>, long*, int*, int, PersistentManager::LoadFlags, LoadProgress&, PersistentManager::LockFlags) () from /tmp/Builds/UnityPlayer.so #9 0x00007ffff6d1387c in LoadSceneOperation::Perform() () from /tmp/Builds/UnityPlayer.so #10 0x00007ffff6d15e37 in PreloadManager::ProcessSingleOperation() () from /tmp/Builds/UnityPlayer.so #11 0x00007ffff6d15c82 in PreloadManager::Run() () from /tmp/Builds/UnityPlayer.so #12 0x00007ffff6d15be6 in PreloadManager::Run(void*) () from /tmp/Builds/UnityPlayer.so #13 0x00007ffff6dbd0fa in Thread::RunThreadWrapper(void*) () from /tmp/Builds/UnityPlayer.so #14 0x00007ffff5d23ea7 in start_thread (arg=<optimized out>) at pthread_create.c:477 #15 0x00007ffff5c53def in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95 ```
May 1 07:39:01 35m 06s The Hole ♥ 1 Tried to compile it on GNU/Linux, got stuck here: ``` gcc src/*.c -I. -Iinclude/FMOD -Iinclude/FreeType -lGL -lpng ``` For obvious reasons of gcc macosx-specific command-line options, I can't use your shell.sh compile script. But the real blocker was the fmod library, which I don't have, and downloading it requires an acount ; to it's a no-go.
May 1 11:33:06 3h 54m Gun Fracking ♥ 1 I'd love to hear the full soundtrack but I keep dying too early !!
May 1 12:03:35 30m 29s GRAPPLE the Abyss! ♥ 2 Very solid entry : gameplay is punchy, fun and innovative. It's hard but not too much (please, in a game like this, let the music loop instead of restarting it on every death !), and the level design is enjoyable. The graphics and sound are minimalistic but work very well here : simple and effective. The last line "maybe I'll be harder in the post-jam version" just made my day :D