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AberrantWolf

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A member registered Dec 14, 2017

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Aha! Okay, thinking about it like a 2D tool rather than a 3D tool I think will help me out a LOT! Thanks for the tip! :)

I was wondering if there's a control configuration I could make that would allow me to navigate the scene using more traditional controls? (WASD camera movement, right-click-drag to rotate the camera, left-click to select things, etc...) I had a quick look at the Buttons bindings, but it doesn't look like there's enough customization in there for me to fully recreate something that feels natural.

Cheers, and congrats on the update! I love drawing on my tiles directly, tbh!

I'll look at remapping some of the controls, thanks! If there's ever anything I can do to help out, let me know. My kid LOVES your game. :P

(I own this on Steam, but I figured messaging here might be more useful for you.)

My 4-year-old loves this game, but the controls feel very unnatural and in some cases counterintuitive. Maybe I've missed a setting, but at minimum I need to have some contextual control hints always visible.

Getting into and out of modes is very uncomfortable.
I really hate the right-click = undo control -- I constantly am deleting things without meaning to or realizing it. I don't mind it when I'm in "adding track" mode, but when I'm no longer in that mode, I would much rather be able to select objects and do things to them (including delete, but also move, rotate, etc).

CAN you modify existing objects? If so, I haven't been able to figure out how.

The controls aren't quite as awkward on a controller, but but on PC I've gone back and forth between the object select menu and the cancelling (with right-click) SO many times, and it makes me motion sick just remembering it.

I really wish I could play this with my son, but after about 5 or 10 minutes I have to sit down quietly in the dark for like an hour before my head starts feeling normal again. :(

I used be a mobile game designer, so if you'd like a more "formal" proposal from me, or want to ask me for more clarification or something, I'm happy to do what I can. I'm sure you're put a lot of time and effort INTO the controls (and I saw where you worked with a parent to help their child be able to use the game better, which is awesome!), so I hate yucking on them, but I just really can't play your game even though I REALLY REALLY want to.

I like the Final quality, except that it makes most of my lights have pretty hard changes between the primary and secondary colors; while the faster mode has less-crisp shadows, but the colors blend much better along the extent of their range.

This seems like a solution for a problem I was struggling with last time I worked on my project! Sounds like a good excuse to reopen the project and update and see where I'm at now! (I think I'd shifted to using multi-block-high tiles or something, but it's been a few months.)

Without a proper design spec it's hard for me to argue this, but in my head I was thinking of a button which creates its own UI window and injects a string property into the currently selected object without needing to hook into the formal UI itself. Your version is definitely more intuitive, though. And support for data structures would indeed render my proposed script unnecessary (assuming it supports dictionaries which can contain arrays of dictionaries... I think that's as far down as I've gone so far, I guess, but a dictionary of [data type] and array of [data type] would handle it. The UI on that could get interesting, though).

When I start a new game (1.2.2), all I see is the background stars/planets and no other layers. Am I doing something wrong?

Is it planned for the scripting to include UI functionality? Specifically, I'm interested in creating a UI to edit custom (JSON formatted) data that I use in my project. Right now I'm editing it by hand and pasting it into the desired custom property fields, but building a custom editor for it would make it much less error prone.