vonAchdorf
Arcane
- Joined
- Sep 20, 2014
- Messages
- 13,465
Unity has the advantage that he can find many (beginner) tutorials. He should start with something less ambitious than TW though.
isn't. Links to Grimwah.Should be fixed.
Dafuq I just fixed itisn't. Links to Grimwah.Should be fixed.
ITZ OUT
DOWNLOADING NOW
You can grab the demo here:
https://surt-r.itch.io/das-geisterschiff/
http://www.indiedb.com/games/das-geisterschiff/downloads/das-geisterschiff-demo-v044
https://gamejolt.com/games/das-geisterschiff/299106
Should take roughly 20 minutes to beat (less if you know the level structure, more if you keep fucking around). Feedback is appreciated. Enjoy!
Already getting rid of it in many places, but FYI it appears slower on video since it's tied to the FPS and I record at 30 while the game is expected to run at 60.You need to get rid of "slow typing effect"
It is somewhat abstract, but yeah, a lot of it is based on text prompts since I'm no artist and have to use both graphics and text. 'Throwing the rectangle' is the aiming animation, while the 'enemy turns into a cube' part is a transition between the states of the entity (idle/attacking/dead), which proved to be an effective method to create stuff faster without investing weeks into 'kewl animations' that will feel awful after 10 minutes of gameplay. So it was the case of 'if you can't do it at least at ok level, then don't'.Right now combat is way too abstract. WTF is going on, can only be understood by text prompts. You throw a rectangle at the enemy, and then the enemy becomes a rectangle back at you?
I've found that menu system is not very intuitive for many people, that's why I implemented hotkeys for the majority of common actions. The menu remains, however, if you want to play with one hand on the numpad & arrow keys.Also, the idea of having a multitude of sub-menues... IMO these need to be reworked. Finally, consider splitting the dungeon into different-colored sections. Not just red, but blue, green, etc.
Thanks for the kind words and honest criticism, pal.The style looks good, nice soundtrack.
The loop adds 1 char per frame, which was the first idea that came to mind. Works fine and fast enough at 60 fps, so I never had the need to look for another way to do it -- at worst one can press a button to show the whole message.Any particular reason why the typing is tied to the frame rate?
Since I'm using an old version of Unity with DX9 I'm sure it'll run on XP, just make sure you've got at least ~200 mbs of free RAM.
Since I'm using an old version of Unity with DX9 I'm sure it'll run on XP, just make sure you've got at least ~200 mbs of free RAM.
Maybe I will DL and give a try then tomorrow.
Zep--
Too bad, getting this thing to run on older rigs would be quite an achievement especially when Unity turns that into an adventure in itself. Thanks for trying.Since I'm using an old version of Unity with DX9 I'm sure it'll run on XP, just make sure you've got at least ~200 mbs of free RAM.
Maybe I will DL and give a try then tomorrow.
Zep--
Well, After the initial Debriefing (the Crows shit, which seemed to run well), I get some music and then a blank/black screen, then nothing, just black screen-ness with some ambient "music"..
You got me, you filthy German. I hate you.
Zep--
Could you try the tutorial demo and tell me if it gives you the same results?
The loop adds 1 char per frame, which was the first idea that came to mind. Works fine and fast enough at 60 fps, so I never had the need to look for another way to do it -- at worst one can press a button to show the whole message.
ProphetSword , zwanzig_zwoelf :
If I remember correctly, Update() runs every frame and FixedUpdate() runs every physics step. In this case it would be better to use a coroutine instead. Or you could use my asset from the asset store which does exactly this (i.e. it prints letters). If you think you might find it useful zwanzig_zwoelf hit me up on PM and I'll fix you with a voucher for the full version. It stopped selling ages ago anyway :D .
Here: https://surt-r.itch.io/das-geisterschiff/Could you try the tutorial demo and tell me if it gives you the same results?
I thought that was the Tutorial Demo?
If not, where is it. Link me, I'm too lazy to search.
Zep--
I'm using a coroutine and since the game runs fast enough on modern rigs it was never a problem for me (main reason why I never bothered to change it). I'll think about it if it ends up being a problem.Are you using the Unity Update function? If so, you might consider looking into FixedUpdate instead. I had a similar issue with a timer in one of my games, and was surprised to find that the timer ran faster or slower based upon the frame rate of the computer. FixedUpdate took care of that issue.
Of course, this is only useful information if you haven't already used it or you have a desire to alter it.
Thanks for the offer, I'll think about it.If I remember correctly, Update() runs every frame and FixedUpdate() runs every physics step. In this case it would be better to use a coroutine instead. Or you could use my asset from the asset store which does exactly this (i.e. it prints letters). If you think you might find it useful zwanzig_zwoelf hit me up on PM and I'll fix you with a voucher for the full version. It stopped selling ages ago anyway :D .
Here: https://surt-r.itch.io/das-geisterschiff/
Right after the main demo link, marked as [OBSOLETE].
That sucks. Can you send me the output_log.txt from the _data folder?Here: https://surt-r.itch.io/das-geisterschiff/
Right after the main demo link, marked as [OBSOLETE].
Same thing, after the press enter to start, I hear music and see a black/blank screen.
Zep--