I just checked out this game again, and it appears to be a lighting glitch. You did indeed make air emit light level 5, however, when I break nodes, the resulting air does not emit light until I use /fixlight - presumably the engine doesn't account for air potentially being a light source in the function for updating lighting after breaking nodes?
The dialogue is clearly Portal inspired. I'm pretty certain one of the lines about the buttons near the start is taken directly from GLaDOS describing the weighted storage cube. But I don't care because I like Portal.
Cool little puzzle game. The vibe sort of reminds me of Portal, with you having to aim at spots on distant walls and guess trajectories to fling yourself at the objective. I'd be interested to see what further levels are added after the game jam.
The gameplay is minimal and the story is practically non-existent - instead most of the game revolves around getting high off of as many drugs as possible simultaneously just to find out what they all do, while talking to NPCs who talk like they've been doing the same. Also, one of the area's grasses literally just gives you schizophrenia. 10/10, would definitely recommend.
A very funny little game, if you overlook the rather trite acronym for the title... bouncing around and shooting lasers while dodging a hail of bullets is quite fun, it seems. I only wish the matches lasted longer so I could bounce around and dodge bullets even more.
You place little beacons, kill the occasional buggy monster that comes to destroy them, use their drops to make more beacons. That and a small progression system with resource nodes on the surface. I think the idea is that you spread your network of beacons across the land, but it doesn't seem to work since as the network gets bigger, you become unable to protect all of them at once - remember, the monsters destroy your beacons and torches.
It's essentially just a mining game, you start with a few workbenches and a pickaxe, go mine stuff, process the ores, craft better stuff (or sell your ores and buy them), repeat. The guide is hidden in the inventory menu and is more like documentation rather than a tutorial, but that's excusable since this is for a game jam. I also quite like the ambiance on the surface, although the custom mapgen is a little slow and I initially spawned underground. The only real problem is the apparent lack of any light sources for lighting up mines, like torches or lamps, which makes it practically impossible to actually mine since you can't see anything. I went all the way through the shop and the recipes and couldn't see any light sources - am I missing something?
Sie haben einen Server für Stellua?? wie funktioniert es? ich glaube nicht, dass ich die Unterstützung für Mehrspieler schon veröffentlicht habe. benutzen Sie die Version von Github?
I don't think anyone's mentioned it here yet (perhaps the game's too obscure?) but this game is basically the same as "My Little Universe" which you can find on Google Play or Steam and is much better and more diverse.
This game here is well-coded though, a good implementation of the basic parts of it, but I'm giving this a negative review because it doesn't seem to credit the game at all even though it's clearly based on it.
okay yeah I did spot that and fix it on the github, but haven't made a release with it in yet - come back in a few hours and I'll hopefully have put the fix on CDB. sorry!
It is quite a buggy early prototype but most of what you're describing is completely expected, you just left the atmosphere of the planet and went into space. It's just that I haven't yet implemented moving around in space, so it simply detaches you for now. If you open up the planets menu in the inventory from space you'll be able to teleport to other planets, a temporary feature until I make it work.
what's the bug? is there an error message or something? and judging from the general feedback, I think a starting tutorial quest is top priority for future updates
yeah there was a known bug where occasionally on going up into space it wouldn't teleport the player with the spaceship, but I thought I'd fixed that lol. is that what you're getting?
and as for the error message, I have seen it before and I have absolutely no clue what causes it, there's so many things about it that are weird, it should not be possible. get_slot_info should not be called if the slot index is nil. and it's my own function so the fact it raises a type error for the argument is utterly perplexing to me. it's not even meant to be a table, the index ought to be an integer. plus I thought I'd fixed it. if anyone can figure out why it happens I shall be eternally grateful.
Admittedly the code is a bit spaghettified and there are a few balancing issues but I'm sure they'll fix themselves as more content is added. I'm excited to see where this goes.
I just checked out this game again, and it appears to be a lighting glitch. You did indeed make air emit light level 5, however, when I break nodes, the resulting air does not emit light until I use /fixlight - presumably the engine doesn't account for air potentially being a light source in the function for updating lighting after breaking nodes?
The dialogue is clearly Portal inspired. I'm pretty certain one of the lines about the buttons near the start is taken directly from GLaDOS describing the weighted storage cube. But I don't care because I like Portal.
Cool little puzzle game. The vibe sort of reminds me of Portal, with you having to aim at spots on distant walls and guess trajectories to fling yourself at the objective. I'd be interested to see what further levels are added after the game jam.
The gameplay is minimal and the story is practically non-existent - instead most of the game revolves around getting high off of as many drugs as possible simultaneously just to find out what they all do, while talking to NPCs who talk like they've been doing the same. Also, one of the area's grasses literally just gives you schizophrenia. 10/10, would definitely recommend.
A very funny little game, if you overlook the rather trite acronym for the title... bouncing around and shooting lasers while dodging a hail of bullets is quite fun, it seems. I only wish the matches lasted longer so I could bounce around and dodge bullets even more.
You place little beacons, kill the occasional buggy monster that comes to destroy them, use their drops to make more beacons. That and a small progression system with resource nodes on the surface. I think the idea is that you spread your network of beacons across the land, but it doesn't seem to work since as the network gets bigger, you become unable to protect all of them at once - remember, the monsters destroy your beacons and torches.
It's essentially just a mining game, you start with a few workbenches and a pickaxe, go mine stuff, process the ores, craft better stuff (or sell your ores and buy them), repeat. The guide is hidden in the inventory menu and is more like documentation rather than a tutorial, but that's excusable since this is for a game jam. I also quite like the ambiance on the surface, although the custom mapgen is a little slow and I initially spawned underground. The only real problem is the apparent lack of any light sources for lighting up mines, like torches or lamps, which makes it practically impossible to actually mine since you can't see anything. I went all the way through the shop and the recipes and couldn't see any light sources - am I missing something?
or just the built in fix light command
I think I saw the sand vent in electrical
Shocking, isn't it?
Sie haben einen Server für Stellua?? wie funktioniert es? ich glaube nicht, dass ich die Unterstützung für Mehrspieler schon veröffentlicht habe. benutzen Sie die Version von Github?
try now
okay please tell me if that worked!
btw in future could you open an issue on the github issues tracker rather than putting a thread on CDB, if possible?
huh I have never seen this error before, I don't think I've ever even made luanti segfault before. I'll look into it
I don't think anyone's mentioned it here yet (perhaps the game's too obscure?) but this game is basically the same as "My Little Universe" which you can find on Google Play or Steam and is much better and more diverse.
This game here is well-coded though, a good implementation of the basic parts of it, but I'm giving this a negative review because it doesn't seem to credit the game at all even though it's clearly based on it.
should be fixed now!
(it was caused by the new precursor buildings trying to generate but not checking that it was actually on a planet and not in space)
okay yeah I did spot that and fix it on the github, but haven't made a release with it in yet - come back in a few hours and I'll hopefully have put the fix on CDB. sorry!
A man with three buttocks.
bro out there doing God's work on random luanti texture pack reviews lol
More actual gameplay coming soon hopefully!
It is quite a buggy early prototype but most of what you're describing is completely expected, you just left the atmosphere of the planet and went into space. It's just that I haven't yet implemented moving around in space, so it simply detaches you for now. If you open up the planets menu in the inventory from space you'll be able to teleport to other planets, a temporary feature until I make it work.
yeah I should not have submitted it, it was way too unfinished. after the jam I might take it down and only release it again after a few months
what's the bug? is there an error message or something? and judging from the general feedback, I think a starting tutorial quest is top priority for future updates
the inventory problem should be fixed now
yeah it still needs polishing, I will redo all the textures but for now I just took them all from mtg and mineclonia
do you mean how the tabs stop working? yeah I haven't managed to fix that yet
yeah there was a known bug where occasionally on going up into space it wouldn't teleport the player with the spaceship, but I thought I'd fixed that lol. is that what you're getting?
and as for the error message, I have seen it before and I have absolutely no clue what causes it, there's so many things about it that are weird, it should not be possible. get_slot_info should not be called if the slot index is nil. and it's my own function so the fact it raises a type error for the argument is utterly perplexing to me. it's not even meant to be a table, the index ought to be an integer. plus I thought I'd fixed it. if anyone can figure out why it happens I shall be eternally grateful.
https://discord.com/channels/369122544273588224/369123175583186964/1308971676242939985 this is where I mentioned it before
Admittedly the code is a bit spaghettified and there are a few balancing issues but I'm sure they'll fix themselves as more content is added. I'm excited to see where this goes.