Tiny Shards by Gabriel 2012-04-25T18:50:00
Sooo much content :D
I love the style, but the controls are pretty hard on a german keyboard (y and z are swapped). Still managed to finish it.
Foon → Ludum Dare Explorer → Users → Jens Nolte
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 29 | Beneath the Surface | Cave Mage: The Deep Quest For The Legendary Yellow Cheese | jam | 491 | 3.00 | 2.86 | 2.71 | 2.86 | 3.36 | 3.20 | 39 | |||
| 2013 | 27 | 10 Seconds | Mage Run: The Short Quest For The Legendary Yellow Cheese | jam | 463 | 2.71 | 2.26 | 2.43 | 2.62 | 3.70 | 2.53 | 46 | |||
| 2013 | 26 | Minimalism | Space Theory | jam | 377 | 2.86 | 2.82 | 2.46 | 2.67 | 3.90 | 2.87 | 55 | |||
| 2012 | 23 | Tiny World | Planet Gravity | jam | 148 | 2.92 | 2.58 | 3.46 | 3.42 | 2.88 | 1.36 | 2.00 | 2.87 | 57 |
Sooo much content :D
I love the style, but the controls are pretty hard on a german keyboard (y and z are swapped). Still managed to finish it.
Uh, maybe I should have stated that there is always just a single item. The next appears when you collect it.
Unhandled exceptions are most probably DirectX initialization problems e.g. its missing the June 2010 DirectX End-User Runtimes or the hardware lacks some required features.
If you give me the first line of the exception I could tell you more :)
I added another version (1.1). The complete checkpoint code got removed (it was unused anyway), so that checkpoint-bug should be gone. Also the dynamic boxes now float up when reaching negative gravity (bugfixes ftw :D).
I have added the new version as an additional download. I am not on my home computer and working with another IDE could have introduced new problems, so if 1.1 does not work try 1.0.
@jeroenimooo: When gravity is over 1.5 it is falling at a higher rate, so you do not have to wait too long until you can walk again.
@jrasmussen24: that means it crashes when parsing the content files... I guess you unzipped everything into a single folder? I could say more with the first line of the error message :)
@Ace: I got the final model a hour before the deadline was over and implemented it after @urahziel had gone offline (the deadline was three o'clock a.m. in germany). The best I was able to do about the roads was lowering the friction of the character (before doing that you could not even get over them at 0.8 gravity).
@MurrayL: I found a copy of the exception - this time in "hot" code. I guess I have copied it over from the checkpoint code during my sleep deprivation - not sure though :D
The check is gone in version 1.2, but I still wonder why the condition for the exception is fulfilled in the first place. Guess I will have to build a better input format for my engine urgently.
Thanks for your endurance with testing the game :)
I see the importance of an OpenGL(which can be translated into OSX and Linux support) or a web version. The engine (well, "engine") already implements an abstraction layer around the renderer, but an actual implementation of an OpenGL renderer would require more time than I have at the moment. A web version is difficult as well: WebGL is lacking significant features even compared to OpenGL ES 2.0 which is problematic when DX10 hardware can be considered mainstream.
@haslettj: The importer seems to mess up some things on some PC's, though I can't assign a particular problem with your description. A screenshot could help?
Sorry for you not being able to play.
Ah, getting closer to a fix, that screenshot helped - thanks, MurrayL! Seems the default float.Parse() implementation is culture-specific. Changed it to use an invariant culture :)
@Meedoc: I urgently need to implement a little framework for both :D
I found the rotation part as a whole really hard. I was pretty happy I convinced him to keep is feet on the ground :D
(though now under non-jam conditions I do not really see a problem with it - I will decide tomorrow if I start applying non-critical fixes as well)
Too short, but awesome!
Could not play because of mac-only limitation, but the level editor looks really promising.
It's fun to play!
The upgrades really motivate me :D
- I almost went for the the same gameplay with my entry (including the broken spaceship).
- The controls really need some bugfixing, though I know how hard it can be to teach Unity to do things in a non-standartd way. I had my fun with aligning the camera to the planet as well (though, happily, without Unity).
And finally: I love how the astronaut gets into the "Emergency Spin Clothes" - that's easily the best explanation for ball physics I have ever seen :D
Thx for the feedback - I have released Version 1.1, now featuring an exception handler. This won't fix your problem, but should show an error message which might show what is broken.
Hard to debug without access to the machine... I guess you have an ATI graphics card? I have put up a new version without anti-aliasing which might solve the problem, because it was configured for Nvidia-cards.
Could you pass me the error message?
@whilefun: You are missing the .NET 4.5 requirement:
http://www.microsoft.com/en-us/download/details.aspx?id=30653
@Joror, @JumbocactuarX27: I have issued a new version (it's still 1.2, I just forgot to include the .exe.config file in the zip file). If that does not help try reinstalling .NET 4.5 (http://www.microsoft.com/en-us/download/details.aspx?id=30653), you might still have an earlier version (developer preview or similar).
@zazery: We decided to exclude a GUI for extra minimalism, but I agree that ship color is not the best health indicator :D
Also all ship and asteroid hitboxes are spheres (we definitly ran out of time) so most things do not really "hit" each other.
@Dietrich Epp: Please try the "no antialiasing"-version, the normal one is broken on ATI cards.
@eShredder: Actually small objects are already removed depending on the distance (which gave about a 2x performance boost when viewing the whole scene :D)
Still there is so much room for additional optimization, e.g. hardware instancing would help a lot.
@juaxix: Crosshair is mostly implemented in my dev build and more missiles are already implemented on the T3-Ship - you just cannot upgrade your ship to get it because upgrading is not implemented :p No source code release, sorry.
Keyboard controls will be patched as soon as I get some sleep... Sorry for the inconvenience!
Thanks for the amazing feedback! We are aware about the problems with the fireball, but when the Ludum Dare clock reaches zero you have to release the game.
We lost quite a bit of time when teaching eckenpeppy and ro the basics of modeling (both of them started from zero) so I hope it is ok the gameplay is missing some polish.
@Brejlounek: I wrote the deferred lighting in the first 24 hours and wound up in using DirectX 10.1 features. Sorry about that - I hope I can reduce the requirement to DirectX 10.0 in the future.
About the attached screenshot - you are missing the d3dx11_43.dll. Can you try to (re-)install the DirectX Runtime (http://www.microsoft.com/en-us/download/details.aspx?id=35) and report the results?
@drawm:
It's not a jump, it's a hover - try holding the button down and you should be able to float above the small obstacles ;)
Due to popular demand I have reduced the requirements to DirectX 10.0 level hardware :)
Update note:
There was a horrible bug in the engine which forced us to completely disable lights/shading in the 1.0 version. This is now fixed. There are no gameplay modifications.
@DavidErosa: You are absolutely right, the controller preset was stupid. I have fixed that :)
@kibertoad: There was far more planned, but due to external circumstances we just barely managed to create a playable game :(