Is music box shipped without Vive support? I couldn't seem to interact with anything, just walking around waggling my hands at things like a fool :(
[QUOTE=Youme;49043117]Is music box shipped without Vive support? I couldn't seem to interact with anything, just walking around waggling my hands at things like a fool :([/QUOTE]
I'm getting the same problem too, it might be because it was built with an old version of the Unity plugin. I'll see if I can fix that now.
[editline]4th November 2015[/editline]
Just pushed a fix for this.
any chance of further keys?
been following this from the start and nuthin'
I'm super interested in the twinstick style stuff I keep seeing.
edit: thanks facepunchad for the key <3
[B]Spacerunts[/B] has a really nice aesthetic and I'm digging it a lot.
I assume you've already looked at assault android cactus, but if you haven't that's a good reference, very similar style of gameplay. Really digging this visuals, only thing I noticed was every few seconds the camera stutters and freezes, I'm running a pretty good rig so I feel like it's something in the code maybe.
I'd love to see some kind of powerups system or something to make combat a bit more dynamic, I like the idea of abilities but powerups on the ground would be nice to encourage taking risks.
Your level generation is freakin' awesome too. Reminds me of a similar thing I built in unity.
Doesn't look like facewound has changed at all in the last however long since it got released, which is a shame, I reckon the game has potential.
Approval is really neat, is it a mixture of jam games?
[B]Space Usurper[/B] is really cool, feels like an updated version of Warning Forever, really like where it's going and I'd love to see it get fleshed out, but tbh there's enough there to get people interested already, I like the use of HP on different 'limbs', really makes each boss a kind of puzzle since you have to figure out the best way to deal damage and take the ship down. I think some more interaction with bullets could be cool, such as projectiles you can shoot down. I also think messing with the mechanics would be cool, like blocks that when destroyed spawn more (normal) blocks, to make sort of a regeneration type deal. My favourite boss was the red square, I think it was form 8? I found an interesting (but useless) tactic was to spawn inside him and destroy him from within, so perhaps a boss that functions as more of an arena would be cool? I like the idea of a player flying inside the enemy ship in order to destroy key parts. Another thing is that bosses only ever get easier as you cut parts off, so I feel like some sort of mechanic to balance it out would be nice, possibly turrets that turn on when it reaches certain HP values, or maybe make certain blocks inside the boss block boss bullets (so once you destroy a section, it unleashes a bunch of cannons that couldnt hit you before) This one has a lot of potential imo.
[B]Laser Grid [/B]is super neat but I feel like it's too random and fast to really get good at it? I dunno. I think it could be cool to have it like a puzzler, and the current gameplay be like an additional gamemode that's more survival. Still, really slick and neat.
[B]Renegade: Action Commando [/B]best action movie I ever watched. It was like every terminator movie mixed with die hard and a touch of pulp fiction. I really felt a connection with the characters, even the bad guys felt really human and I fucking loved the sequence with the helicopters and dinosaurs. 11/10
[B]Transposer [/B]woah. I feel like if you used this mechanic in a puzzle game you'd have a fucking best seller.
[B]UltimateSoldier [/B]diggin' it, is it a simulated physics system, or a bunch of tweening animations on player movement? Either way it's cute and fun as fuck.
[QUOTE=Empty_Shadow;49046000]My favourite boss was the red square, I think it was form 8? I found an interesting (but useless) tactic was to spawn inside him and destroy him from within, so perhaps a boss that functions as more of an arena would be cool?[/QUOTE]
nice! i was hoping some players would try spawning inside that boss.
[QUOTE]I also think messing with the mechanics would be cool, like blocks that when destroyed spawn more (normal) blocks, to make sort of a regeneration type deal.[/QUOTE]
yeah i'd like to add some sort of regen pixels
[QUOTE]Another thing is that bosses only ever get easier as you cut parts off, so I feel like some sort of mechanic to balance it out would be nice, possibly turrets that turn on when it reaches certain HP values, or maybe make certain blocks inside the boss block boss bullets (so once you destroy a section, it unleashes a bunch of cannons that couldnt hit you before)[/QUOTE]
fully agree that having the fight only get easier as you cut parts off is lame.
i'm thinking about having certain boss turrets only fire when they aren't surrounded by pixels, similar to your second idea. making the boss' bullets blocked by its own body is an interesting way to do it too... would need to do a ton of extra collision detections, but would also be a clearer way to communicate the risk of exposing a turret.
basing it on the boss's HP is a good idea too, but there isn't currently a clear way to communicate what the boss' HP value actually is. i don't want to add a health bar.
[QUOTE][B]UltimateSoldier [/B]diggin' it, is it a simulated physics system, or a bunch of tweening animations on player movement? Either way it's cute and fun as fuck.[/QUOTE]
Mostly the latter. I made the game progression too hard and unfun unfortunately, would like to fix it at some point.
[QUOTE=ryleigh;49059051]basing it on the boss's HP is a good idea too, but there isn't currently a clear way to communicate what the boss' HP value actually is. i don't want to add a health bar.[/QUOTE]
Would there be a way to get the block count on a new level and do a countdown to 0 as they disappear?
[QUOTE=ryleigh;49059051]nice! i was hoping some players would try spawning inside that boss.
[/quote]
Yeah it's was fun, but it's too cramped in there to actually seen any benefit (I ended up just shelling the core directly). Definitely cool design space to look at
[quote]
i'm thinking about having certain boss turrets only fire when they aren't surrounded by pixels, similar to your second idea. making the boss' bullets blocked by its own body is an interesting way to do it too... would need to do a ton of extra collision detections, but would also be a clearer way to communicate the risk of exposing a turret.
basing it on the boss's HP is a good idea too, but there isn't currently a clear way to communicate what the boss' HP value actually is. i don't want to add a health bar.
[/quote] I think you can definitely add different 'types' of turrets, atm you only have the one kind, a blue pixel that shoots at you. Adding a type that fires missiles or has other properties (like not piercing the boss) would be a quick and effective way to add a lot of depth
[quote]Mostly the latter. I made the game progression too hard and unfun unfortunately, would like to fix it at some point.[/QUOTE]
it feels super barebones, but I still like how it's this weird mix of cute stuff and brutal instantkill tactical combat.
[QUOTE=Daemon White;49059093]Would there be a way to get the block count on a new level and do a countdown to 0 as they disappear?[/QUOTE]
yeah that'd be no problem, but i feel like it'd make the enemy state seem more... contrived? it's nice to have less HUD elements too.
add a health bar for every pixel
[QUOTE=Empty_Shadow;49059214]I think you can definitely add different 'types' of turrets, atm you only have the one kind, a blue pixel that shoots at you. Adding a type that fires missiles or has other properties (like not piercing the boss) would be a quick and effective way to add a lot of depth[/QUOTE]
yeah, I think this is a good plan.
[QUOTE=ryleigh;49059229]yeah that'd be no problem, but i feel like it'd make the enemy state seem more... contrived? it's nice to have less HUD elements too.[/QUOTE]
Doesn't have to be a HUD for it, just a background tally for when to activate turrets at certain times. You already have the boss visually losing blocks on it's own.
[QUOTE=Daemon White;49059332]Doesn't have to be a HUD for it, just a background tally for when to activate turrets at certain times. You already have the boss visually losing blocks on it's own.[/QUOTE]
Shouldn't that be decided by the player? Draw a laser between the turrets and player and make them unable to see through blocks. Build the ship in such a way that destruction will uncover more turrets.
Yo!
New blog:
[url]http://www.facepunchstudios.com/2015/11/06/space-blunts-devblog/[/url]
New build:
Just uploaded to Steam
New keys:
T9QR4-YNF4C-C4AYW
BQCJA-PGQAQ-B3NJ3
CBC69-A7ITE-WA5JH
A3DLE-MJ9VM-ZZ360
05NKJ-0KPIV-ATI8F
[QUOTE=FacepunchAd;49062277]
BQCJA-PGQAQ-B3NJ3
[/QUOTE]
Managed to use this key, thanks! I will get my opinions down as soon as possible.
[QUOTE=FacepunchAd;49062277]Yo!
New blog:
[url]http://www.facepunchstudios.com/2015/11/06/space-blunts-devblog/[/url]
New build:
Just uploaded to Steam
New keys:
T9QR4-YNF4C-C4AYW
BQCJA-PGQAQ-B3NJ3
CBC69-A7ITE-WA5JH
A3DLE-MJ9VM-ZZ360
05NKJ-0KPIV-ATI8F[/QUOTE]
Always when I'm not home. :tableflip:
Just activated CBC69-A7ITE-WA5JH, surprised they're not all gone, it's been fifteen minutes!
All gone within 20 minutes. :mindblown:
Got the first one, T9QR4-YNF4C-C4AYW
o shit i got BQCJA-PGQAQ-B3NJ3
[QUOTE=FlakTheMighty;49062357]Always when I'm not home. :tableflip:[/QUOTE]
Can't codes be activated on the steam app thing?
err i mean took them all thanks
[QUOTE=FacepunchAd;49062277]Yo!
New blog:
[url]http://www.facepunchstudios.com/2015/11/06/space-blunts-devblog/[/url]
New build:
Just uploaded to Steam
New keys:
T9QR4-YNF4C-C4AYW
BQCJA-PGQAQ-B3NJ3
CBC69-A7ITE-WA5JH
A3DLE-MJ9VM-ZZ360
05NKJ-0KPIV-ATI8F[/QUOTE]
Damn it, any more keys coming today?
[B]Music Box[/B]:
I like this, I've been enjoying the creative things with the Vive a lot, this is no exception
The Good:
-Everything can be moved around nice and easily, so it fits with whatever space I have and everything can be within arms reach.
-The cylindrical UI is really easy to use
-Snapping things to the breadboards made it surprisingly simple to keep track of things, I thought i'd get overwhelmed quickly when I started.
The Bad:
-Can't resize breadboards? At least, I couldn't figure out how to if it is possible.
-I can only drag cables from inputs to outputs. This seems backwards to me, but at any rate, you should be able to pull a cable from either, to either.
-The sequencer seems to be pulling itself up by it's bootstraps. I couldn't get a new one to start without first plugging it into an existing one. Once it was going it was happy to retrigger itself. Perhaps I'm just not clued up to how sequencers work... but it seamed broken to me.
-The location of the crosshair is sometimes difficult to resolve, a laser pointer would be far clearer.
-It took me an embarrassingly long time to work out that I could grab the UI to slide it, I was holding the controller backwards for ages in order to see it
Beyond these three there wasn't anything in the approval folder that interested me (Revolver was clearly broken as someone pointed out earlier)
[B]Space Usurper[/B]:
Really liked this one. I was a few levels in before I noticed that sections would disappear if they were no longer connected, I think that was the moment I realised I liked it. There's good trade off between going for the core, chopping off easy sections or powering through shielded bits to get to a weak interior.
I felt like the springiness of the controls was a detriment when you got further away from the opponents. It was necessary for some of the latter ones to stay pretty far away, but as you did the ship's movement got increasingly spongy and ugh. I appreciated that it kept me from getting too far, but it didn't feel good.
[B]Transposer[/B]:
There's something worth exploring here. It isn't really fun in it's current state but the dissociation with location and screen-location was interesting.
[B]ShinySphere[/B]:
Seemed kinda dull initially, wasn't really sure what was going on but I had a blast with this. I can easily imagine some kind of gravity boosting multiplayer shootery thing similar to this. Could be a TON of fun.
Gotta sort out my controller for Deuce and SpaceRunts
While I'm here I may as well say a few things about Chunks:
-Rollercoasters are fun though the transition between curves can be super jerky(riding view)
-I too frequently teleport into a block. Either my legs are inside one or my head is.
-The TNT gun is fun
-The only draw this has for me is rollercoasters and the TNT gun. Kids will eat it up, but for me there needs to be some bigger thing that this does differently to minecraft.
Is there an overview of all the prototypes somewhere? I can't seem to get a key and I'm very very curious.
[QUOTE=Asgard;49063230]Is there an overview of all the prototypes somewhere? I can't seem to get a key and I'm very very curious.[/QUOTE]
This thread is pretty much an overview itself.
Back with Space Drunks
[media]https://youtu.be/aQjwREh1PIA[/media]
Only place I could find that let me get out of the map (the recording didn't stop the first time, so it goes on for about twenty more seconds than it should). Nice constellation btw. Other than that, I couldn't find any spots that let me get out. Also nice constellation.
For the "Your Round" mission, I felt like it wasn't that different and was pretty easy. Maybe because the levels (at least in my case) seemed smaller and were still linear? If it's more about exploring, it seems like the levels should be larger and sprawling in every direction. That's just my opinion, though, and I'm a nerd. Also maybe make objectives/barrels/etc. a different color on the minimap?
The new boomerang disk is nice, a lot more useful (though I had actually gotten used to it). As for the money, I like how the pick-up range is bigger, but they seem to be the same speed as/slower than the ship - because I had a trail of money following me for a few seconds. Maybe make it speed up over time?
Pipe patchers healing was a cool (new?) thing that I noticed - but I think the healing effects should be easier to see. I only saw one new turret type, which was the laser one, but it was neat. I had a small problem with the booze burners, specifically being damaged without the fire touching me. It seems like the range is longer than the actual flamethrower effect.
PS I can still shoot through some walls, but I guess that doesn't count as player collision - also I left the game running for about ten minutes and I came back to it having crashed.
[QUOTE=ColossalSoft;49063684]
Only place I could find that let me get out of the map (the recording didn't stop the first time, so it goes on for about twenty more seconds than it should). Nice constellation btw. Other than that, I couldn't find any spots that let me get out. Also nice constellation.[/QUOTE]
Awesome, glad it did the job. Good spot! I'll get that fixed.
[QUOTE=ColossalSoft;49063684]
For the "Your Round" mission, I felt like it wasn't that different and was pretty easy. Maybe because the levels (at least in my case) seemed smaller and were still linear? If it's more about exploring, it seems like the levels should be larger and sprawling in every direction. That's just my opinion, though, and I'm a nerd. Also maybe make objectives/barrels/etc. a different color on the minimap?[/quote]
Yep. Completely right. At the moment the branching is disabled mostly, so the levels are pretty linear. I've not written the code to control that per-mission yet, basically :) And yeah - coloured minimap icons is near the top of my list for things to do next.
[QUOTE=ColossalSoft;49063684]
The new boomerang disk is nice, a lot more useful (though I had actually gotten used to it). As for the money, I like how the pick-up range is bigger, but they seem to be the same speed as/slower than the ship - because I had a trail of money following me for a few seconds. Maybe make it speed up over time?[/quote]
I've just spotted a visual bug with the Boomerang hovering around the player when it returns. Need to fix that, but it seems the changes did the trick then. Neat.
[QUOTE=ColossalSoft;49063684]
Pipe patchers healing was a cool (new?) thing that I noticed - but I think the healing effects should be easier to see. I only saw one new turret type, which was the laser one, but it was neat. I had a small problem with the booze burners, specifically being damaged without the fire touching me. It seems like the range is longer than the actual flamethrower effect.
[/quote]
Any enemy can spawn with the healing ability, if it's one of the three chosen abilities for the mission. It's like 10 or 20% chance of any enemy getting any of the 3 selected ones. Yeah the healing effect is pretty shitty. It's really distracting and in the way whilst not actually being clear. It's one of my placeholders though...Thai will do a better one at some point I'm sure :)
[QUOTE=ColossalSoft;49063684]
PS I can still shoot through some walls, but I guess that doesn't count as player collision - also I left the game running for about ten minutes and I came back to it having crashed.
[/quote]
Yeah the projectiles are handled separately. Not fixed those yet. Might need to rework them. Going to do some tests.
What level/area did you leave the game running in?
Good work again, most useful! :)
You can get keys from this website now:
[url]http://prototypes.facepunch.com/[/url]
[QUOTE=garry;49063904]You can get keys from this website now:
[url]http://prototypes.facepunch.com/[/url][/QUOTE]
Blessed be, oh mighty creator.
[QUOTE=FacepunchAd;49063901]What level/area did you leave the game running in?[/QUOTE]
It was either the beginning of 1-2 or the hub.
[editline]Check out this secret fucking message[/editline]
[media]https://youtu.be/iOnGMeRa-kE[/media]
Can still get through these things (so can enemies, apparently).
When the spinny laser turrets deploy, it looks like they do a really quick spin before they start spinning normally - this tends to fuck me up a lot so maybe take a look into their deployment. And for added difficulty, you can make them (as well as most turrets, really) change rotation directions randomly.
Also the boss is a lot harder now, and that's okay!
[QUOTE=ColossalSoft;49063972]It was either the beginning of 1-2 or the hub.[/QUOTE]
Any chance you've still got the crash/log files it made in the folder?
I don't see any crash logs, but there is an empty folder with today's date.
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