Zep Zepo
Titties and Beer
- Joined
- Mar 23, 2013
- Messages
- 5,233
That sucks. Can you send me the output_log.txt from the _data folder?
Sorry, no can do. Already deleted everything.
Zep--
That sucks. Can you send me the output_log.txt from the _data folder?
I guess we arrange something for you. Gimme a few hrs.zwanzig_zwoelf I just got the demo and paid 2 eurobucks for it. Where's muh preorder dlc :D ?
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.
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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 just do it the easy way and use InvokeRepeating to call something every n seconds.
But tbh it doesn't matter if it's a one-off thing.private IEnumerator PrintText(string text, float interval)
{
for (int i = 0; i < text.Length; i++)}
{
yield return new WaitForSeconds(interval);}
PrintLetter(text, i);
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.
Could you try the tutorial demo and tell me if it gives you the same results?
Edition: Windows 10 Home (v 1703)
Processor: Intel(R) Celeron(R) CPU N3050 @1.60HGz
Installed RAM 2,00 GB (1.84GB usable, plus 128 is for Intel HD, plus 1GB for Windows 10, so you get an idea)
System type: 64-bit
The first area can keep one wandering for a long time, especially with spinners. That's intentional, but overall it can take roughly a minute or two to get through to the second area from the very start if you know the right passage and don't get discouraged by spinners. Otherwise the area keeps fucking with you until you reach other parts of the level. One has to keep the intruders busy and keep wearing them down in order to protect their hideout.Despite my efforts, i could not find an enemy after about 10 minutes of crawling. I felt alone in a complex of endless
doors, regardless of the notes. It looked to me there were more doors than necessary, at least in the start.
That's how you call your players and customers? :DOne has to keep the intruders busy and keep wearing them down in order to protect their hideout.
In the context of the demo, since the player is trying to get into an area he's not supposed to even know about.That's how you call your players and customers? :DOne has to keep the intruders busy and keep wearing them down in order to protect their hideout.
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I really hate how complex/time-consuming grid stuff is. It's definitely a step up from the old system, though. I've converted the overworld movement to an mp_grid system, which means the movement is now mouse-based again. Rather than one big city map, it's a series of separate areas that lead the player to the town exit, which means the old "time" variable is unnecessary. The challenge of creating a fun combat system remains, but for now it's more fun completing the game world/story.
Theseus meeting Periphetes in the area around Epidauros:
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ITZ OUT
DOWNLOADING NAO
Changelog:
Additions:
-- Added "move back" function to the S and Numpad 5 key. The functionality of X/Numpad 2 remains, though.
-- Doors are shown on the minimap now to make escape routes easier to plan.
-- Added a menu to the death screen which allows you to load a savegame, restart the current map/chapter or quit the game.
-- Savepoints are now used while loading the game or restarting a chapter.
-- Added more details to the Tunnels level.
Changes:
-- Notification about unapplied armor upgrades has been added to the status report.
-- Hitting the wall by accident no longer ends the turn.
-- Reloading with a full mag no longer wastes the mag and results in an end of the turn.
-- UI tweak: UNIT SETUP > WEAPON MENU > RELOAD now reloads the currently equipped weapon.
-- ESC key can be used to skip the text faster.
-- Certain strings have been slightly modified.
-- Certain upgrades are applied upon pickup now to reduce backtracking.
-- The color of doors has been changed to make them easier to see on the minimap.
-- Balance has been revised.
Fixes:
-- Fixed an oversight where bazooka attack sound would play twice.
-- Fixed a crash which would occur if the player saved at certain spots and loaded the game from another level.
-- Fixed improper loading of player save data if the player was located in a different level.
-- Fixed feedback effect from ramming appearing at wrong times.
-- Fixed the UI not refreshing upon applying soft upgrades.
-- Fix to a minor issue where the enemy would turn towards the next waypoint from their expected new position even if their current position hasn't changed due to obstacles/other reasons.
-- Enemy AI has been refactored.
-- Minor code optimizations.
Links:
https://surt-r.itch.io/das-geisterschiff
http://www.indiedb.com/games/das-geisterschiff/downloads/das-geisterschiff-demo-v044p3
https://gamejolt.com/games/das-geisterschiff/299106
Awesome work. So, you really get to see his "club"?
Welcome to Lartu's Mini-RPG One Week Jam, the jam where we spend one week writing tiny RPGs!
The rules are simple and it's up to you to interpret them in any way you want, there are no wrong answers! You have one week, from March 3 to March 10, to write a role-playing game abiding by the following guidelines:
There are no rules regarding engines, programming languages, graphical or audio resources. All you have to do is make a game, in any way you like. Also, can I...? Yes, you can. Abide by the above rules in any way that you find compelling; after all, the main point of the jam is just making a game. But what if I haven't finished my game by the end of the week? Can I submit a demo or an unfinished project? If your project is playable and you feel like submitting it, it is more than welcome!
- The player must be able to control a character across a map, be it the hero, a monster or anything else.
- There has to be some kind of activity that allows for character progression, be it slaying monsters, brewing potions or reading books.
- The player must be able to obtain items throughout the game, so your game should have some sort of inventory mechanics or something on that line.
Yes I'm aware of shadow issues.