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About Thaumaturge

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  1. WoA V - Afterparty/Judging thread

    Not a problem! Funnily enough, as Slicer pointed out, it is, I believe, possible to get stuck--but this calls for staying on a platform that doesn't have a chain, rather than one that does. The chained platforms should always reconnect and draw back together. (Which may leave you stranded if you're on one of the distant platforms with which they align.) And thank you for playing it again, by the way!
  2. WoA V - Afterparty/Judging thread

    Interesting, and a useful-seeming addition--thank you for it. Thank you @slicer4ever, @ArThor, and @Alpha_ProgDes for your reviews! They're really appreciated! A few responses to some of the above reviews, if I may: From Slicer's review: Yeah, in retrospect I think that it would have been a good idea to add to a spawned projectile's velocity the velocities of both the shooter and, if applicable, the chunk on which the shooter stands. That would likely have made projectiles rather more predictable! In addition, as you say, it likely would have been a good idea to have sped them up a little! Definitely agreed; this likely comes to a large degree from my running short on time: level design happened in the last few hours of my participation. I was afraid of that, indeed. I think that it would have come across rather more clearly had I not run short on time: I had plans for an introduction (both text and a mini-level), as well as in-level elements that I think would likely have conveyed the intended theme. For any curious, the intended themes are as follows: Auaargh, I had wanted so much more--more detailed levels, more exploration, a final boss fight, outro text describing what befell the protagonist after the conclusion, etc. >_< Thank you--I appreciate that. From ArThor's review: Remember, the chained platforms are in pairs, and when freed from each other they fly apart; the second weapon should be found by going with one particular platform. More explicitly: By your description, it seems that you did reach the "end", indeed--alas, as noted above, I didn't manage to properly finish the level; there's only an arena-battle (the enclosed room) to provide some sort of finale.
  3. WoA V - Afterparty/Judging thread

    That was an interesting read--I had wondered how it was done, as I recall! Thank you for sharing this.
  4. WoA V - Afterparty/Judging thread

    Thank you very much for the review, riuthamus! It was instructive. Argh, I see now that my game calls for a tutorial--at a remove, and seeing someone else play, there's a leap of logic called for that isn't at all obvious. Suffice it to say that there's more to be found in the game (including the second theme) once that initial leap of logic is made. ^^;;; For any who find themselves stuck after crossing the first chain: Something else that seems to be inobvious:
  5. WoA V - Afterparty/Judging thread

    Ah, thank you. It's still only two points of data on the "defaults to black" side (your card and one other), but with two points on the "defaults to white" side, both bearing NVidia cards, I believe, it is starting to look like the difference is down to whether the player has an AMD or Nvidia card.
  6. WoA V - Afterparty/Judging thread

    @Endurion: Thank you for trying to review my game! Sorry about the blackness--it looks as though you ran into the bug that I mentioned just above. Actually, come to that, does your machine by any chance have an AMD graphics card? I'm wondering whether the issue is largely confined to those cards, or more variably spread.
  7. WoA V - Afterparty/Judging thread

    Alas, I don't recall what more I had to there--sorry, @dmatter. I've just been alerted to an issue in my game: it seems that, on some machines, the terrain and player-hand will be pitch black (and thus all but invisible). It looks like this is due to an oversight on my part related to how the engine handles vertex colours--or, more accurately, the lack thereof. It seems that, under Panda1.9 (which I've been using), a lack of vertex colours leaves the relevant Panda-provided vertex-colour shader input undefined, but usually black. On both of the machines on which I tested the game, however, it seems that it comes out as white, thus showing no apparent problem. My apologies for this! (It does look as though upgrading to Panda3D 1.10 would likely fix the problem, as the manual indicates that under that version the shader input is instead defined as white in the absence of vertex colours, I believe.)
  8. WoA V - Afterparty/Judging thread

    Ah, that's likely why it crashed for me. I'll hopefully download it later, and perhaps give it another try!
  9. Strawberry Alert Post-mortem (part 1)

    An interesting post-mortem; thank you for sharing your thoughts! Speaking for myself, I'm glad if my comments during the competition were of service.
  10. WoA V - Afterparty/Judging thread

    Depending on what operating system you do use, you might be able to emulate some of them--at least a few worked with WINE (via PlayOnLinux) under Ubuntu Linux in my case, as I recall. You may find that not all games will work this way, but you might get to play at least some of them!
  11. WoA V - Afterparty/Judging thread

    Ah, excellent, and thank you! I'll likely go back and fill in my remaining reviews a little later. [edit] I've added a the few reviews that had previously generated errors. All seems to have gone smoothly, I'm glad to say! Similarly, I see that the tooltips are now working for me. I do note from them that my interpretation of the scores varied somewhat from the official guidelines. ^^;
  12. WoA V - Afterparty/Judging thread

    I don't recall a popup of any sort. I daresay that it wouldn't hurt much to install the additional element; I just really don't like dealing with them. If this were for official judging, that would be another matter, I imagine. But for fun and a community review, it just doesn't feel worth it to me, personally. Fair enough, and thank you--it's appreciated. (Looking back at my previous message there, I may have come off as being a little pushy--sorry if that was the case! ^^; )
  13. WoA V - Afterparty/Judging thread

    I believe that it's a bug, and one that Slicer is aware of; I'm not sure of whether they're looking into it at the moment or not. @slicer4ever?
  14. WoA V - Afterparty/Judging thread

    I'm from South Africa, actually. That said, I'm honestly not sure of what my computer's current settings are regarding decimal points, especially over in my Windows installation (which I barely use). ^^; It's tempting to try it--well, why not, I suppose. PM me a link to the new files, and I'll hopefully do so later tonight. No guarantees, but I'd like to give it a shot, I think. Actually, I'm inclined to argue that a vote of zero makes sense in most such cases (I suspect that it's the reason that at least some of my reviews were being rejected). That said, if there's a particular reason for a game to lack sound then a "N/A" value might indeed be useful, so I would like to see such a value made available.
  15. WoA V - Afterparty/Judging thread

    Okay, @ArThor, I popped back into Windows, and here's the output that I get, I believe: Console output: C:\Users\Ian\Desktop\WoAV\DogAndRocket\WOA_V_.4\Release>WOA_V GL Version: Major: 4 Minor: 5 GLSL Version: 4.50 NVIDIA [Many blank lines later] Unhandled Exception: System.FormatException: Input string was not in a correct f ormat. at System.Number.ParseSingle(String value, NumberStyles options, NumberFormat Info numfmt) at WOA_V.Game.SaveLoad.LoadAliens(String path) at WOA_V.States.GameState.Init() at WOA_V.States.GameState.UpdateLogic(Single secondsIn) at Framework.Application.ApplicationLogic(Object sender, FrameEventArgs e) at WOA_V.WOA_V.ApplicationLogic(Object sender, FrameEventArgs e) at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at OpenTK.GameWindow.OnRenderFrame(FrameEventArgs e) at Framework.OpenGL4Window.OnRenderFrame(FrameEventArgs e) at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) at OpenTK.GameWindow.DispatchUpdateAndRenderFrame(Object sender, EventArgs e) at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) at Framework.Application.Run() at WOA_V.Program.Main(String[] args) GLDebug.txt: