siege 2015-12-14 04:35
Doesn't seem to work in Windows.
Foon → Ludum Dare Explorer → LD34 → Breeze
By thynnmas
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Audio | 535 | 2.53 | ||
| Graphics | 587 | 2.91 | ||
| Mood | 618 | 2.78 | ||
| Fun | 776 | 2.68 | ||
| Innovation | 800 | 2.55 | ||
| Overall | 873 | 2.68 | ||
| Theme | 965 | 1.80 | ||
| Coolness | 1611 | 44 |
Doesn't seem to work in Windows.
VCRUNTIME140.dll is missing from my computer error
Also on Windows, and it doesn't seem to work. :(
If it helps, I'm running the .exe in bin/
I tried running it, but it gave me an error "The program can't start because VCRUNTIME140.dll is missing from your computer. Try reinstalling the program to fix this problem."
If you get a "VCRUNTIM140.dll is missing"-error, grab the VC++ redistributables from https://www.microsoft.com/en-us/download/details.aspx?id=48145
Problem with building with VS2015; people don't have the redist yet, unlike the older versions.
Cannot play!
If you get a "VCRUNTIM140.dll is missing"-error, grab the VC++ redistributables from https://www.microsoft.com/en-us/download/details.aspx?id=48145
I've done installing that, but still gets the error.
VCRUNTIM140 (aka the VC00 redistributables) no longer required. Everything should now be statically linked, so just open and play (if you have GL4.5 support).
I tried your game again, Breeze.exe doesn't cast an error anymore, but still not working either, just black window. Breeze_gl3.exe works fine, but the frame rate seems too low. It would be a great action game if your optimize the performance well :)
Are you making your own game engine?
@qwetro: The game is raymarched, so performance issues is (sadly) expected even if the inner kernel is fairly optimized. I'll see if I can get a lower resolution & 30fps version up as well so it can be played by more people, but this was as much an experiment in "can I make a raymarched game and get that running on people machines" as anything else :)
I can't believe you made this game in purely OpenGL and C, this is amazing. The collisions are a little broken, and I got stuck in a wall a couple of times. The shader is awesome. The audio is great, really moody, Thank you for making this!!
I can't get past the wall jumping part. The camera starts to go into the wall, which is somehow light blue on the inside, and then the screen goes black. No matter what way I run into the wall this always happens.
The raytracing engine is really awesome. But I was only able to run the gl3 version and I have a nvidia GTX 960M. Which I have done lots of OpenGL tests on and i'm pretty sure it can handle OpenGL 4. So i'm not sure what's going on with the OpenGL 4 code here, but I hope the collision detection can be fixed.
Wow, this reminds me of Mirror's Face, a game I did for an LD a while ago. The problem they both have in common is that they both have issues with controls and wall clipping :)
What I do like it that unlike me you decided to make wallrun contextual and automatic, which is a neat idea. Overall, I found the game quite hard because I didn't figure out how to wall run, but the teleporter was cool :)
Sorry, I get Segmentation Fault 11 when launching on Mac OS X 10.11.2.
Could be interesting, too bad it was so short
Not a breakthrough mechanics, but still pretty good. Probably too much time was spent on polishing the engine and bugfixing, might've been a much better entry :)
Nifty. Getting a working parkour movement system up and running in 48 hours is seriously impressive - I had some trouble getting used to the controls, but they worked pretty well when I was doing it right. One thing that might make it feel a bit better is some texture (or pattern, or whatever) - without any points of reference, it was a bit hard to gauge your actual movement when you were looking along or at a wall. Still, nice work!
Nice work, I didn't know you could put for loops in a shader - you now have me curious about raymarching.
Nice graphics and mood! Loved it :)
I'm kinda confused about the gameplay...
* There is only tutorial, right?
* I wasn't able to wall-run. Or maybe I was but didn't notice.
* The teleport didn't get me to the aimed location. Dunno why.
Give more information about the state of the game in each moment, eg. when wallrunning, play some sound. Good luck!
Btw, where is the theme? No growing, nor two buttons, nor tie...
In response to StaNov:
There is, sadly, only the tutorial. Making levels in distance fields was more work than I anticipated, so I ran out of time.
Wall-running plays the footsteps faster (that's the sound cue), and makes you "floatier", but I agree it needs a better indicator.
Teleport _should_ take you near the indicator; the indicator just increases color the closer to the actual target, so you'll generally be pointing above or next to the indicator as you normally don't want to teleport into the wall or floor. But it _is_ buggy, so you probably experienced that.
As for the theme I intended to add gamepad controls where the movement is joystick based, and the rest is "2 buttons" but ran out of time. For Mouse/KB, I guess one could argue for 2 (Mouse) button controls, but it's weak, since WASD are also buttons...