I can't play, it just says
exception thrown: RuntimeError: memory access out of bounds,RuntimeError: memory access out of bounds
Reloading the page doesn't help. Neither does switching browsers between Firefox and Chrome.
I can't play, it just says
exception thrown: RuntimeError: memory access out of bounds,RuntimeError: memory access out of bounds
Reloading the page doesn't help. Neither does switching browsers between Firefox and Chrome.
This keeps happening, I have no clue why!
I just wish there were a way to play against an AI because waiting for an opponent maxed out my attention span.
I think im gonna remove the region matchmaking lol, I thought it would help keep ping down but maybe it's spreading the players too thin.
Battling against AI was never planned, single player was going to be a target challenge mode and some minigames but we never got around to it. Also waiting for a player was supposed to have a minigame to keep you busy too but we ran out of time. Just a few kinks to iron out!
Thanks for the review!
Edit: I've removed regions, and added a minigame while you wait! It's a simple one but I wanna add more over time! The waiting for opponent screen becomes It's own arcade lol
It's enjoyable so far, but one comment: For a 3D platformer, I would recommend making the player cast a shadow on the ground so people can tell where they are when they're jumping.
Since the player's character is 2D, probably the best way to do it would be to attach a 3D sphere somewhere high above the player (outside the visible space when playing) and add a directional light to the scene pointing straight down with DirectionalShadow set to Orthogonal. As long as the walls/ceiling have their cull set so they're not visible if you look at the scene from above (which looks like it's the case) the ceiling shouldn't cast shadows and you should be able to see the player's shadow -- I'm doing that in the game I'm working on now and it seems to work well. If the ceiling is casting shadows so you can't see the player shadow, and the ceiling and floor are on different meshes, you could go to the ceiling's MeshInstance under GeometryInstance - Geometry and turn CastShadow off.
Definitely the most requested fix, it'll be out in the next patch! Thank you for playing!
FYI I wrote code to make Unity not lose save data when you publish updates and the source code is freely available.
If you're using PlayerPrefs, this would be the easiest implementation
https://3p0ch.newgrounds.com/news/post/1086279
and check puetsua's and IncontinentCell's comments at the end because I wrote that a couple years ago and maybe Unity updates since then have made it need tweaks.
If you're not using PlayerPrefs but you have the save data in a single structured object (or can get it into one) then you can use/cannibalize the Unity implementation of code I originally wrote to make it so multiple game devs could run a multi-game collab and just use it for a standalone game, which also prevents save data loss when you publish updates
https://3p0ch.newgrounds.com/news/post/1099579
If you incorporate either of these implementations then the save data will be wiped when you publish that update, but for any more updates in the future it will persist.
Thanks a lot for these resources!
We will have a look at them (and hopefully implement them, too :D) when we come around to it.
It's fun for sure. My only gripe was having my mirrors break on me -- when I died I think it was because the mirror breakage led me to a situation where it was impossible to kill the shielded enemy that rekt me. If players can just end up screwed like that then I'd consider it cheap, OTOH if I need to git gud and figure out what makes the mirrors break and find a way to not end up in that situation then I guess that's on me.
Glad you think its fun! Mirrors break when they are used to finish off an enemy (any enemy) Here's a tip: There are 4 mirrors that never break (They are thicker, double layered) I carefully placed these ones to allow the destruction of shield enemies if they get too close to the player's zone. Though it is best to try and save those back mirrors for the shield enemies.
It's a very good puzzle game but is there any way to make it save progress if you leave and reload the page?
Unfortunately that feature doesn't seem to work on newgrounds. Not sure why this is. You can try playing it on https://www.puzzlescript.net/play.html?p=6b5b9a5ccdfb7bd5d88ab66ad83ce882
EDIT: this user sent me a PM with a fix to get it working on here. Thank you!
It looks like it doesn't save progress, and adding a mechanism to save would be very useful since this is a puzzle game with a fair number of levels. Aside from that, I'm glad that I played through the whole game in one sitting before refreshing and writing a review because it was fun to play, and was a fresh concept for a puzzle game or at least I can't think of an example where I've seen it done before.
The game has just been updated to include automatic saving! Thank you for your kind words.
If you want to also use NewGrounds leaderboards you can try this GDevelop implementation of the API
https://3p0ch.newgrounds.com/news/post/1211786
Thanks! I might just do that. 👀
I've never tried any of the Newgrounds tools, like achievements or (now that I know) the leaderboards. 🤔
Oh shit I hope that's not my Godot API implementation that was causing all the fuckups! If so then lemme know and I'll look into why it's throwing all those cross-origin request errors.
I've been using a different godot api system, although I have been thinking of using yours!
I want my shotgun to blast the rocks with :P
Srsly though it's super fun although I fall into the camp that says the controls do feel a little floaty. I'm not sure whether that's because the inputs are set up to have some acceleration and decay or whether the momentum is just an illusion from having a 3D camera following you in chase mode. But it can be gotten used to. And I kinda wonder whether mouse / touch controlling would be doable and make it mobile friendly.
Thank you for your comments!
Mouse/Touch control could definitely work but after working on this post-jam version, I think I'm done with the game as is. That said, I could revisit it somewhere down the line!
And thanks for your thoughts on the controls again, looking through more of the feedback, I think it would have been better if the controls were tighter, but still retain the speed it required. Thank you!
If you like hard games try my Daxolissian System series
Cat
Scientist
Read the manual & try stuff
So Cal
Joined on 2/13/10