This is a fun game, I've not come close to finishing it, but what I've played so far has been fun. There do seem to be a few recipes that can't be crafted because they require themselves in the recipe, but that might just be something that I haven't unlocked yet, only time will tell.
Like the title says, when I place a mortar in the world it's half a node above the ground. There also appears to be some Z-fighting issues with the mesh. The concept is really cool though.
So if you find your way into the library and fill your inventory with books, and then talk to the wizard he doesn't give you the staff, which means you need to wander around trying to figure out where the pedestal dodad is. I took the wrong path, and spent far longer than I wanted to, only for it to be a dead end. I ended up just cheating and using fly and fast to find the pedestal because I was NOT going to waste all that time walking on another path only to find it leading to nothing again.
Not sure if the suppression of knowledge was supposed to be some sort of political commentary, but if it was, well played good sir.
You can travel to different planets and collect stuff and craft some items. Learning how to land the spacecraft took a minute, as the instructions were not clear on that at all. There is no craftguide, but there are some odd buildings on the planets with what appears to be some sort of crafting grid, no idea what they are used for. Going into space makes the planets go a little funny. I think I was clipping into the graphic for one at one point while playing.
This game is essentially a clone of any of a number of games in this genre, no I won't list any :P It is fun to play, but after trying to get past the first block for several minutes I gave up, as I couldn't figure out what the next step was supposed to be.
The HUD system does a decent job of telling you what to do, but at a certain point it seems to fall on it's face leaving me very unsure of what the next step is, preventing me from completing the game.
Some formspec elements don't match up correctly, and the giant tree is pink, but doesn't appear to be missing a texture, so I'm not really sure what's going on with that. Some of the body parts laying around just float in the air. Shacks appear to have some sort of shading issue on the back of them. The underlying concept could work, but needs a little love.
I don't know if this was intentional as the game never really specified, but I found some eyes to not rotate to follow the player. The worst part was I couldn't determine which eys would and which wouldn't until I had been taken by the evil eyes. Even then sometimes I had to loose a level a few times just to figure out which eyes rotate and which don't. Aside from that it was relatively enjoyable.
This game is so visually pleasing, I don't know as that I've ever seen a game use 2x2 textures, but 1042 pulls it off and looks good doing it. Mechanics could use a little fine tuning, When you place a chest it randomly has items, some of which are unknown, but you can just place a chests, grab the items, break the chest, place it again, and get new items. Starting a fire was the worst part for me, as I didn't realize that I was supposed to use the Aux key to strike the flint and steel, so I was trying to punch it, which obviously didn't work.
The map is well made, albiet very dark in some areas. The puzzles are fun, although I did have a few doors that I was completely unable to get open and had to cheat my way through. I think doing that, probably broke some of the endgame elements.
Some of the longer text elements cleared from the screen before I was able to read them, although had I not been reading them outloud for the video I was recording that probably wouldn't have been an issue.
Thanks. I had a few sounds, but thought it would be weird to have only some sounds, so I held off adding them until after the game jam when I can spend a bit more time getting good sounds for everything. I have a lot more content planned, after the judging period is over I'll be releasing some more updates.
I don't even know where to begin. The game is very well done, and fun to play. It took me a few deaths to figure out the countdown after the blue ring was the amount of enemies remaining, and not how much time I had to get to the next blue ring. No shortage of loadout options either. Very impressive for a three week timeframe.
Metal only shows up in sand, and much more frequently in the red dirt. The goblins spawn only at night. Goblins don't know where your base is until they find it. If you can manage to keep any goblins from attacking your base they'll just wander around until they find it. After that all goblins that spawn in will head directly to your base.
Do you have your time_speed set to 0? Unfortunately I can't ensure that the game uses the default speed. That's a setting that's global, if any other game or mod you've used changes it I can't do anything about it. (Well I could change it, but then I'd be just as bad as whomever made the other mod/game that changed the value.)
Goblins spawn at night, on the red dirt nodes. If you aren't around any they'll never spawn. The waves only come from the bases, which mapgen will place in the red nodes. You may have just had a base too far away for any goblins to ever attack.
Ooof, looks like I forgot to comment out the line of code that removes the base. I had that for testing purposes, wasn't supposed to be possible in the release.
Do you happen to remember what actions let you get negative resources, I don't remember seeing that at all when playtesting.
Widelands? I'm not sure what that is, so I can assure you that I didn't draw any inpiration from that. :)
Inspiration came mainly from Ages of Empires (The Original one), and 0 A.D. I haven't played AoE in probably over ten years, and 0 A.D. probably three or four years, so mostly just core gameplay mechanics and art. Being able to control units on a per-unit basis would be nice, but I had/have absolutely no idea how I would manage that, and I wasn't about to try and figure it out in three weeks.
The mode crashes when attempting to craft ten of an item if the player inventory doesn't have enough items.
AsyncErr: Lua: Runtime error from mod 'simple_crafting' in callback on_playerReceiveFields(): /home/nathans21/.minetest/mods/simple_crafting/init.lua:268: attempt to index local 'recipe' (a nil value)
stack traceback:
/home/nathans21/.minetest/mods/simple_crafting/init.lua:268: in function 'player_craft_recipe'
/home/nathans21/.minetest/mods/simple_crafting/init.lua:311: in function </home/nathans21/.minetest/mods/simple_crafting/init.lua:245>
/home/nathans21/Minetest/bin/../builtin/common/register.lua:26: in function </home/nathans21/Minetest/bin/../builtin/common/register.lua:12>
Yes, you should be able to place the storage in any configuration you'd like. As long as you have a connecting series of lifters you can place the storage nodes anywhere you'd like.
Hmm. I guess I didn't test removing the nodes, it looks like the groups from MTG must not be the same in the mineclone* games, I'll have to try and figure out what groups I need to add. Thankfully that shouldn't require any compatibility code as each game will just ignore the groups that aren't used.
The change you mentioned about mcl_dye is that in the craft recipe? I really don't want to have to add another file to have support for both versions of Mineclone. I don't know why one group would have decided to change the name of a mod, but that could make things really annoying for me.
I've pushed changes so as soon as contentDB pulls those changes you should be able to update and hopefully things will work for me.
I think I muddled my way through the code of mineclonia to figure out the strings of the items that should be used in place of mtg's items. Whenever ContentDB next pulls from the git repo you should have mineclonia support.
bruh, seriously. You know that the symbol predates the Nazis by thousands of years right, and that it's not even close to being a swastika.
The mod description clearly states it's inspired by a Minecraft mod, and if you'd have taken the time to look at that you'd clearly see where the texture inspiration came from.
I will be adding more puzzles, and a real progression system, three weeks didn't give me enough time to do everything I wanted. Had to focus on the important parts before I could start working on polish after all. Getting the robots to work took longer than I'd like to admit, and I had to resort to using some hacks, either the engine or I are incompetent.
The instructions are spelled out on the first screen, and in the chat messages.
I guess if solving little puzzles is boring that I can't do anything about that.
There are light switches to make it brighter. I wanted to add a flashlight, but didn't have the time to get it coded.
It is a stealth mission, so being quite is expected. I will be adding some sound effects, but need to find something similar to the high voltage push button switch to record. Footstep sounds wouldn't make sense anywhere but in the ducting and I have no idea how I would get a recording of somebody crawling in ducting.
The theme was unexpected, for a voxel engine used for open worlds, I thought a game with no inventory or building/breaking would classify as unexpected. Maybe you just expected too much. :P
I thought chat font size was configurable on the client. If somebody finds the chat size too small they should make it larger, this in no way is my fault. How are people seeing chat messages if they have that setting wrong. Using HUDs would probably work better, but three weeks isn't a lot of time to write an entire HUD library to manage messages appearing and disappearing.
The small tank robots have a one in ten chance of killing you if they bump into you, I will be changing that though. I had an idea to improve it, but it was after I submitted my game so I couldn't change it.
The tank robots have a one in ten chance of killing you when they bump into you. I thought that making it an instant kill would probably make the game too hard, this way you can afford to get bumped a time or two without necessarily loosing the game.
Sorry, I didn't have enough time to code a flashlight, the vent does emit a bit of light to help find it. It's possible that some systems and screen configurations could make the blocks darker than they appear on my computer.
You can only speedrun if somebody tells you that you can speed run. ;)
I worked too many hours at my job to get everything I wanted to do for this game, in the future the different levels will require unlocking by solving the puzzles.
This is a fun game, I've not come close to finishing it, but what I've played so far has been fun. There do seem to be a few recipes that can't be crafted because they require themselves in the recipe, but that might just be something that I haven't unlocked yet, only time will tell.
Like the title says, when I place a mortar in the world it's half a node above the ground. There also appears to be some Z-fighting issues with the mesh. The concept is really cool though.
This is super handy. Now I can just plant a couple trees and let nature do everything else for me. No more running out of wood becuase I was lazy.
I mean the entirety of the video I recorded is basically useless, https://youtu.be/2NmZdmd6svs
So if you find your way into the library and fill your inventory with books, and then talk to the wizard he doesn't give you the staff, which means you need to wander around trying to figure out where the pedestal dodad is. I took the wrong path, and spent far longer than I wanted to, only for it to be a dead end. I ended up just cheating and using fly and fast to find the pedestal because I was NOT going to waste all that time walking on another path only to find it leading to nothing again.
Not sure if the suppression of knowledge was supposed to be some sort of political commentary, but if it was, well played good sir.
You can travel to different planets and collect stuff and craft some items. Learning how to land the spacecraft took a minute, as the instructions were not clear on that at all. There is no craftguide, but there are some odd buildings on the planets with what appears to be some sort of crafting grid, no idea what they are used for. Going into space makes the planets go a little funny. I think I was clipping into the graphic for one at one point while playing.
This game is essentially a clone of any of a number of games in this genre, no I won't list any :P It is fun to play, but after trying to get past the first block for several minutes I gave up, as I couldn't figure out what the next step was supposed to be.
That's it, just a solid black world. There was something, but with absolutely no visibility it was impossible to do anything.
The HUD system does a decent job of telling you what to do, but at a certain point it seems to fall on it's face leaving me very unsure of what the next step is, preventing me from completing the game.
Some formspec elements don't match up correctly, and the giant tree is pink, but doesn't appear to be missing a texture, so I'm not really sure what's going on with that. Some of the body parts laying around just float in the air. Shacks appear to have some sort of shading issue on the back of them. The underlying concept could work, but needs a little love.
I don't know if this was intentional as the game never really specified, but I found some eyes to not rotate to follow the player. The worst part was I couldn't determine which eys would and which wouldn't until I had been taken by the evil eyes. Even then sometimes I had to loose a level a few times just to figure out which eyes rotate and which don't. Aside from that it was relatively enjoyable.
This game is so visually pleasing, I don't know as that I've ever seen a game use 2x2 textures, but 1042 pulls it off and looks good doing it. Mechanics could use a little fine tuning, When you place a chest it randomly has items, some of which are unknown, but you can just place a chests, grab the items, break the chest, place it again, and get new items. Starting a fire was the worst part for me, as I didn't realize that I was supposed to use the Aux key to strike the flint and steel, so I was trying to punch it, which obviously didn't work.
If you want any voice talent, maybe you won't after you hear what I did in the video, I'd be happy to record lines.
The map is well made, albiet very dark in some areas. The puzzles are fun, although I did have a few doors that I was completely unable to get open and had to cheat my way through. I think doing that, probably broke some of the endgame elements. Some of the longer text elements cleared from the screen before I was able to read them, although had I not been reading them outloud for the video I was recording that probably wouldn't have been an issue.
Thanks. I had a few sounds, but thought it would be weird to have only some sounds, so I held off adding them until after the game jam when I can spend a bit more time getting good sounds for everything. I have a lot more content planned, after the judging period is over I'll be releasing some more updates.
I don't even know where to begin. The game is very well done, and fun to play. It took me a few deaths to figure out the countdown after the blue ring was the amount of enemies remaining, and not how much time I had to get to the next blue ring. No shortage of loadout options either. Very impressive for a three week timeframe.
There is a help tab in the main screen. I am confused as to how so many people didn't see that...
Metal only shows up in sand, and much more frequently in the red dirt. The goblins spawn only at night. Goblins don't know where your base is until they find it. If you can manage to keep any goblins from attacking your base they'll just wander around until they find it. After that all goblins that spawn in will head directly to your base.
I could probably do that. The engine really just needs a way to making these changes per-world so that they wouldn't mess up other games/mods.
Paragraph four on the help tab states you can manually collect resources. :)
Do you have your time_speed set to 0? Unfortunately I can't ensure that the game uses the default speed. That's a setting that's global, if any other game or mod you've used changes it I can't do anything about it. (Well I could change it, but then I'd be just as bad as whomever made the other mod/game that changed the value.)
Goblins spawn at night, on the red dirt nodes. If you aren't around any they'll never spawn. The waves only come from the bases, which mapgen will place in the red nodes. You may have just had a base too far away for any goblins to ever attack.
Ooof, looks like I forgot to comment out the line of code that removes the base. I had that for testing purposes, wasn't supposed to be possible in the release.
Do you happen to remember what actions let you get negative resources, I don't remember seeing that at all when playtesting.
Widelands? I'm not sure what that is, so I can assure you that I didn't draw any inpiration from that. :)
Inspiration came mainly from Ages of Empires (The Original one), and 0 A.D. I haven't played AoE in probably over ten years, and 0 A.D. probably three or four years, so mostly just core gameplay mechanics and art. Being able to control units on a per-unit basis would be nice, but I had/have absolutely no idea how I would manage that, and I wasn't about to try and figure it out in three weeks.
Oooops, I completely forgot about that. Oh well.
Missing textures? What ones? I have some placeholder graphics currently, but I didn't think I had any textures that were completely missing.
It is worth noting that depending on the mapgen seed and where you initially place your base progression can widly vary from game to game.
Hey, another bug report. :) It is possible to craft items that should be cooked. I had sand in inventory and was able to make glass.
Minetest 5.9.0 on Linux Mint. Using Minetest Game, and no mods save this one.
The mode crashes when attempting to craft ten of an item if the player inventory doesn't have enough items.
AsyncErr: Lua: Runtime error from mod 'simple_crafting' in callback on_playerReceiveFields(): /home/nathans21/.minetest/mods/simple_crafting/init.lua:268: attempt to index local 'recipe' (a nil value) stack traceback: /home/nathans21/.minetest/mods/simple_crafting/init.lua:268: in function 'player_craft_recipe' /home/nathans21/.minetest/mods/simple_crafting/init.lua:311: in function </home/nathans21/.minetest/mods/simple_crafting/init.lua:245> /home/nathans21/Minetest/bin/../builtin/common/register.lua:26: in function </home/nathans21/Minetest/bin/../builtin/common/register.lua:12>
Yes, you should be able to place the storage in any configuration you'd like. As long as you have a connecting series of lifters you can place the storage nodes anywhere you'd like.
Hmm. I guess I didn't test removing the nodes, it looks like the groups from MTG must not be the same in the mineclone* games, I'll have to try and figure out what groups I need to add. Thankfully that shouldn't require any compatibility code as each game will just ignore the groups that aren't used. The change you mentioned about mcl_dye is that in the craft recipe? I really don't want to have to add another file to have support for both versions of Mineclone. I don't know why one group would have decided to change the name of a mod, but that could make things really annoying for me. I've pushed changes so as soon as contentDB pulls those changes you should be able to update and hopefully things will work for me.
I have added extra nodes that you can use to connect to your pipeworks/techage/tublibe tubes to make adding and removing items from inventory easier.
I think I muddled my way through the code of mineclonia to figure out the strings of the items that should be used in place of mtg's items. Whenever ContentDB next pulls from the git repo you should have mineclonia support.
bruh, seriously. You know that the symbol predates the Nazis by thousands of years right, and that it's not even close to being a swastika. The mod description clearly states it's inspired by a Minecraft mod, and if you'd have taken the time to look at that you'd clearly see where the texture inspiration came from.
I will be adding more puzzles, and a real progression system, three weeks didn't give me enough time to do everything I wanted. Had to focus on the important parts before I could start working on polish after all. Getting the robots to work took longer than I'd like to admit, and I had to resort to using some hacks, either the engine or I are incompetent.
The instructions are spelled out on the first screen, and in the chat messages. I guess if solving little puzzles is boring that I can't do anything about that. There are light switches to make it brighter. I wanted to add a flashlight, but didn't have the time to get it coded. It is a stealth mission, so being quite is expected. I will be adding some sound effects, but need to find something similar to the high voltage push button switch to record. Footstep sounds wouldn't make sense anywhere but in the ducting and I have no idea how I would get a recording of somebody crawling in ducting. The theme was unexpected, for a voxel engine used for open worlds, I thought a game with no inventory or building/breaking would classify as unexpected. Maybe you just expected too much. :P
I thought chat font size was configurable on the client. If somebody finds the chat size too small they should make it larger, this in no way is my fault. How are people seeing chat messages if they have that setting wrong. Using HUDs would probably work better, but three weeks isn't a lot of time to write an entire HUD library to manage messages appearing and disappearing.
The small tank robots have a one in ten chance of killing you if they bump into you, I will be changing that though. I had an idea to improve it, but it was after I submitted my game so I couldn't change it.
The tank robots have a one in ten chance of killing you when they bump into you. I thought that making it an instant kill would probably make the game too hard, this way you can afford to get bumped a time or two without necessarily loosing the game.
Sorry, I didn't have enough time to code a flashlight, the vent does emit a bit of light to help find it. It's possible that some systems and screen configurations could make the blocks darker than they appear on my computer.
You can only speedrun if somebody tells you that you can speed run. ;) I worked too many hours at my job to get everything I wanted to do for this game, in the future the different levels will require unlocking by solving the puzzles.