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rchrdcrg

16
Posts
1
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9
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A member registered Dec 08, 2018

Recent community posts

So this game constantly locks up any time I click away to another window or if I try to fullscreen (I can't even get to the task manager when it happens, I'm forced to reboot my PC).  Also it doesn't seem to account for high refresh rates, so on my 165HZ monitor it's running WAAAAY too fast. Such a shame, I wanted to like this game, but it's absolutely unplayable for me.

This is easily the most fun I've had with a melee battle game in VR yet! These physics are amazing, you can really just do whatever comes to mind and tear it up!

Nice! I'm a picky gamer, but a good oldschool game always makes me happy. This makes me think of rRootage mixed with Robotron, and I love both of those games. Damn I'd love to see this ported to OpenDingux and my RG350!!

Kinda neat, definitely a little tech demo more than anything, buuuuut the sausage game is super satisfying once you realize you can get multiple strikes on a single sausage for extra points. Also at one point the game stopped removing all the little bits and pieces of stuff I was cutting up in the physics demo room, and the clutter was absolutely marvelous... I could sit there and chop up blocks and tatamis into tiny pieces all day if they didn't despawn!

Man this is clumsy as hell, but a good workout! My only wish is for the jump button to just be a jump button rather than requiring you to time it with a physical movement while you're already using physical movement for locomotion. It's super awkward and makes jumping difficult enough to ruin the fun a tad. The jogging movement works great though, just had to realize that you need to move your head too and not just move your arms, like you actually need to put a hop in your step to get going. Good stuff, just want that jump button changed! 😁

I must be an idiot, because I can't find a broom anywhere, spawn a broom anywhere, like where tf is the broom?! 😅

Doom 64 is quite different from standard Doom under the hood. That's why there was a separate project Doom 64 EX and now the official re-release that's available. It would require a ton of work to include into GZDoom, and it would only benefit this single game/wad... it would essentially need to be a whole different "mode" just for this one game.

I would love to see this also support Free Doom 1/2. After all these years, it feels almost as official as actual Doom does, and I'd love to throw them in there as well.

Absolutely, 100% the game I have been waiting for! It reminds me a great deal of Compound, and if you can have the same success that dev has, get ready for a lot of love. Truly outstanding game, satisfies so many itches both inside and outside VR games!!

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Abolutely cannot wait! This game gives me serious Compound vibes... the basic demo that everyone loves, the one-man dev team gradually adjusting their lives to focus on their game, and hopefully soon you'll have that same amazing breakout moment when the game goes live on Early Access and starts making that $$$. I dropped $20 on Compound literally the hour it went live, and I've already got another twenty bucks set aside for T4G ;)

Very cool idea, like many games that sync to the music but a step further. There are definitely a LOT of interesting doors that can open using tracker-based music. For the record, the video above was running OpenMPT with a bunch of VST plugins, while recording in OBS, and still hitting 90fps on my 6-year-old Core i7... trust me, it struggles with a lot of games, so the fact that it could do all that without a hitch is a testament to your design... very efficient! I could easily rework the music to ditch the VST plugins for compatibility with general IT playback plugins, which would even further reduce CPU overhead to negligible.

Just rambling, but I've always had this idea to have dynamic tracker-driven music in a game where the music is rendered live and the in-game action can affect the music, like jumping patterns, mute/unmute channels, change instruments, etc, to give a truly dynamic music experience rather than using layered pre-recorded tracks. It would probably be a huge undertaking to link the music and the programming that tightly, but it would be soooo cool, haha! Definitely an idea unique to live-rendered formats like tracker music.

Well if you care to check it out, I've done some more work on the music... got a main theme, lead-in/waiting room, and gameplay theme!

You can see I'm pretty serious about the idea, lmao! But regardless, I'm just having fun making new music... thanks for the inspiration!

This game really needs music....

So I made some...

https://soundcloud.com/rchrdcrg/tea-for-god

Seriously, I'd be glad to rework this into a game soundtrack!

Awesome! Glad to hear you'll be addressing this with some options. As far as this happening, it's been consistently close to the edges, but I had just rearranged my living room to increase my play area (specifically for your game, haha!), and I guess I pushed the boundaries really right up to the edge.

For Oculus, there seems to be two play areas; one is the actual area you map out, irregularities and all, and the other is the largest rectangular area that the system can fit inside the irregular shape. The floor inside your main menu maps to the rectangular "sub-area" it seems. I made manual adjustments using Guardian Boundary Editor, and I may have moved the rectangular area too close to the actual guardian boundary. So I wouldn't blame your game entirely for the mishap as I may need to make more adjustments, but you can definitely see the overlap in the video is a bit too much regardless.

I absolutely see what people mean by having an adjustable buffer within the guardian boundaries... I just redid my room for better size and coverage and walked into a wall! Here's a video explaining and showing the issue: