Breeze by thynnmas
:: Theme ::
Two button controls
:: Intro ::
Running is a breeze. Everyone can run, in fact, it hardly takes up enough synapses to count as an action. Jumping though. Jumping is harder. So is teleporting. You can do both!
:: About ::
Speedrun your was through the single proper level I had time to make and compare your highscore with others. Reach a checkpoint to make the next visible.
:: Controls ::
Use any of [WASD], [IJKL] & [Arrow keys] to run.
Use [RMB] to aim teleportation ability.
Use [SPACE] or [Left mouse button] to jump IF NOT aiming.
Use [SPACE] or [Left mouse button] to teleport IF aiming.
Use [R] or [Backspace] to instantly restart a level.
USe [Escape] to ragequit.
:: Platforms ::
Windows, Linux (x86_64) and OS X. OpenGL 3.2 required.
:: How to run ::
-Download the archive, unzip it, navigate to the "bin" folder.
-Windows: Try running "Breeze.exe". If it doesn't work, try running "Breeze_gl3.exe".
-Linux: Try running "./breeze". If that doesn't work, try running "./breeze_gl3". Remember to make the binaries executable with "chmod +x [binary]".
-OS X: Run "./breeze_osx". Remember to make the binary executable with "chmod +x ./breeze_osx".
-Should you have performance issues, try the "lowfi" version; it is lower resoltuion and should perform better!
-Open the "res/username.txt" file and replace the only line in it with a username of at most 31 characters to be not-anonymous on the highscore list.
-NOTE: The dependency on the VC++ redistributable mentioned in the comments has been removed.
:: Known bugs ::
-Clipping through walls may happen if running straight into them, or strafing into them.
-Trying to move the window may cause it to get stuck at the bottom of the screen.
-Screen goes black. Just restart the level and it is fixed again. Caused by NaNs somewhere in the physics. Bloody NaNs...
:: Changelog ::
2015-14-12 03:21 GMT - Fixed a bug where wallrunning wouldn't work. Moved a primitive in one level as part of this fix.
2015-14-12 03:33 GMT - Added missing dependencies (or info about where they can be found) to source archive.
2015-14-12 05:00 GMT - High score server now discoverable, username support also fixed.
2015-14-12 05:45 GMT - Physics fixes. Now harder to clip through walls, much harder to clip through floor. Improved detection hit detection on checkpoints where it occasionally missed when player was in floor.
2015-14-12 06:18 GMT - Switched from glew to gl3w for future linux support. Not complains if it can't get the wanted OpenGL context.
2015-15-12 17:42 GMT - LINUX SUPPORT. Also fixes timing issues with non-vsynced version (required since X11 does not allow windowed vsync).
2015-15-12 22:03 GMT - OSX SUPPORT. GL3.2 minspec. Still needs a beefy computer though.
2015-16-12 11:10 GMT - LOW RESOLUTION VERSION. A "_lowfi" version at 800x480 instead of 1280x720 is included for lower performance computer. UI for this version is slightly different/rescaled to fit, but functionally equivalent.
Two button controls
:: Intro ::
Running is a breeze. Everyone can run, in fact, it hardly takes up enough synapses to count as an action. Jumping though. Jumping is harder. So is teleporting. You can do both!
:: About ::
Speedrun your was through the single proper level I had time to make and compare your highscore with others. Reach a checkpoint to make the next visible.
:: Controls ::
Use any of [WASD], [IJKL] & [Arrow keys] to run.
Use [RMB] to aim teleportation ability.
Use [SPACE] or [Left mouse button] to jump IF NOT aiming.
Use [SPACE] or [Left mouse button] to teleport IF aiming.
Use [R] or [Backspace] to instantly restart a level.
USe [Escape] to ragequit.
:: Platforms ::
Windows, Linux (x86_64) and OS X. OpenGL 3.2 required.
:: How to run ::
-Download the archive, unzip it, navigate to the "bin" folder.
-Windows: Try running "Breeze.exe". If it doesn't work, try running "Breeze_gl3.exe".
-Linux: Try running "./breeze". If that doesn't work, try running "./breeze_gl3". Remember to make the binaries executable with "chmod +x [binary]".
-OS X: Run "./breeze_osx". Remember to make the binary executable with "chmod +x ./breeze_osx".
-Should you have performance issues, try the "lowfi" version; it is lower resoltuion and should perform better!
-Open the "res/username.txt" file and replace the only line in it with a username of at most 31 characters to be not-anonymous on the highscore list.
-NOTE: The dependency on the VC++ redistributable mentioned in the comments has been removed.
:: Known bugs ::
-Clipping through walls may happen if running straight into them, or strafing into them.
-Trying to move the window may cause it to get stuck at the bottom of the screen.
-Screen goes black. Just restart the level and it is fixed again. Caused by NaNs somewhere in the physics. Bloody NaNs...
:: Changelog ::
2015-14-12 03:21 GMT - Fixed a bug where wallrunning wouldn't work. Moved a primitive in one level as part of this fix.
2015-14-12 03:33 GMT - Added missing dependencies (or info about where they can be found) to source archive.
2015-14-12 05:00 GMT - High score server now discoverable, username support also fixed.
2015-14-12 05:45 GMT - Physics fixes. Now harder to clip through walls, much harder to clip through floor. Improved detection hit detection on checkpoints where it occasionally missed when player was in floor.
2015-14-12 06:18 GMT - Switched from glew to gl3w for future linux support. Not complains if it can't get the wanted OpenGL context.
2015-15-12 17:42 GMT - LINUX SUPPORT. Also fixes timing issues with non-vsynced version (required since X11 does not allow windowed vsync).
2015-15-12 22:03 GMT - OSX SUPPORT. GL3.2 minspec. Still needs a beefy computer though.
2015-16-12 11:10 GMT - LOW RESOLUTION VERSION. A "_lowfi" version at 800x480 instead of 1280x720 is included for lower performance computer. UI for this version is slightly different/rescaled to fit, but functionally equivalent.
| Windows, Linux (x86_64), OS X + source | http://schmidx2.com/Code/ld34.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=11885 |
Ratings
| Coolness | 44% | 1611 |
| Overall | 2.68 | 873 |
| Audio | 2.53 | 535 |
| Fun | 2.68 | 776 |
| Graphics | 2.91 | 587 |
| Innovation | 2.55 | 800 |
| Mood | 2.78 | 618 |
| Theme | 1.80 | 965 |
If it helps, I'm running the .exe in bin/
Problem with building with VS2015; people don't have the redist yet, unlike the older versions.
I've done installing that, but still gets the error.
Are you making your own game engine?
The raytracing engine is really awesome. But I was only able to run the gl3 version and I have a nvidia GTX 960M. Which I have done lots of OpenGL tests on and i'm pretty sure it can handle OpenGL 4. So i'm not sure what's going on with the OpenGL 4 code here, but I hope the collision detection can be fixed.
What I do like it that unlike me you decided to make wallrun contextual and automatic, which is a neat idea. Overall, I found the game quite hard because I didn't figure out how to wall run, but the teleporter was cool :)
I'm kinda confused about the gameplay...
* There is only tutorial, right?
* I wasn't able to wall-run. Or maybe I was but didn't notice.
* The teleport didn't get me to the aimed location. Dunno why.
Give more information about the state of the game in each moment, eg. when wallrunning, play some sound. Good luck!
Btw, where is the theme? No growing, nor two buttons, nor tie...
There is, sadly, only the tutorial. Making levels in distance fields was more work than I anticipated, so I ran out of time.
Wall-running plays the footsteps faster (that's the sound cue), and makes you "floatier", but I agree it needs a better indicator.
Teleport _should_ take you near the indicator; the indicator just increases color the closer to the actual target, so you'll generally be pointing above or next to the indicator as you normally don't want to teleport into the wall or floor. But it _is_ buggy, so you probably experienced that.
As for the theme I intended to add gamepad controls where the movement is joystick based, and the rest is "2 buttons" but ran out of time. For Mouse/KB, I guess one could argue for 2 (Mouse) button controls, but it's weak, since WASD are also buttons...