Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 1 to 13 of 173 · Next page · Last page

Is this game dead or what?

(+2)

Is there something new information about the game? The last Devlog was last year. And if you need a german translator for it, i would be happy to help.

Okay, two things: One, I loved playing this demo. And I'll look forward to the development of this game.

And two: I noticed that you had language options on the menu, but only English was selectable. Spanish is my first language, would you be interested in me translating the game to Spanish for you?

I'd love to see this game finished. It would be well worth a buy!!

(+1)(-5)

you still havent fixed the major issues with this game yet? this game has soo much potiential but its so lousy with the controls. and the pace of the game. the puzzles and the enviroment and all the different ways to go and secrete stuff to find are all stand outs. the graphics and game play need a boost. idk it seems like ya still have a long way to go. good luck. i have no idea how hard it is t program games. im sure its very difficult just like everything. i do apreciatethe efforts youve gone thru to give us this game. good luck finishing it, cheers mate

(+2)

Nice Mwtroid-like. I loved the fact you play before gets the suit, and become combative as well.

Hope your game can be released on Steam - mostly of my games I bought there.

I wish you have great success!

(+1)

Hey, thanks, glad you like it :) and sorry for the late reply.

The game will be on Steam at some point, not sure when though. (sooner rather than later..)

(+1)

Sweet, I'll be waiting then! 8)

Hello @Apapappa ,

I have enjoyed the demo so far, on a GNU/Linux machine :D .

As far as I have understood, the game is using sdl style controller mapping. I had issues with it, so at the end I have added the game to the Steam client and used the Steam Play emulated controller.

To avoid this workaround or others, do you mind if I pass you the sdl mapping for:

- xpadneo → xbox one (s, but should be the same for the other xbox one controllers, I dunno for the series x|s ones, I do not know the elite controllers) wireless controller

- xpad → xbox one (s, again, the same as before) wired controller (the controller is connected via usb, yes, used kernel modules are different)

- hid-nintendo → nintendo switch pro controller / a joycon controller / combined joycon controller (with joycond daemon)

?

Thank you in advance for any reply :)

Hey, so I use GameMaker for creating the game and because of this I don't really have any control over what is being used for controller button mapping.

So even if I wanted to do what you suggest, I don't think I can, sorry.

And on top of this, I'm probably not going to release another update to the demo until the game is closer to done so this will unfortunately not be fixed for quite some time. (if ever, it all depends on what has changed when I update GameMaker since I currently use an older version)

Anyway, thanks for the feedback, even though I can't really do much with it.

(1 edit)

Hi! Even if near release, are you sure about? https://manual.yoyogames.com/GameMaker_Language/GML_Reference/Game_Input/GamePad...

https://github.com/LAGameStudio/InputCandy

Okay so I'll start by apologizing for the length of this reply but I can't explain it any shorter I think, so sorry for the wall of text.

Ah, well I guess "gamepad_test_mapping" has to be a "new" function (new as in GMS2, I was using GMS 1.4 for the majority of making this game) since I don't think I've seen that one before.

So in theory I could do what you asked but it would require me to rewrite my controller support code which I'm not sure I want to do.

And even if I did, this only potentially solves the problem for a number of controllers since every single controller is different.

This right here in the GML manual:

"however due to the huge number of controller types and brands out there, it is impossible to map the GML constants to the correct inputs for every make and model"

This is exactly what I've been trying to tell people when they ask why I can't detect the name of what button is being pressed for example, because the same button has different ID's on different controllers.

And the issue you talk about is similar to that in which I have to manually add every single controller to a list and detect which one it is, which simply isn't feasible to me.

I know you only asked for a couple of controllers to be fixed this way but if I start doing a few then I have to do others you know (and rewrite my controller support as mentioned) and I'm not sure I'm up for that, depends on how big of a problem it is later.

And regarding "InputCandy", I won't be using any external libraries for various reasons, so that won't help.

Sorry if this is not exactly the answer you wanted but it is what it is for now, I'm sure I'll work on better controller support in the future but not right now.

(1 edit)

So, you started the input mapping a major release of GMS ago.

Well, the fact is that I'm not asking a strange 3rd party controllers, I'm asking about controllers that anyone has got (xbox one (s variant, but at this point should be the same on the other ones) wired an wireless, and nintendo switch pro controller)

Nowadays, also Steam and Proton can handle them on Linux. And, the mappings (guids and so on), are not specific to the specific unit, but to the particular controller/driver pair. Xpadneo/xpad/hid-nintendo drivers mappings are nowadays fixed as:

- xpad/hid-nintendo are inline modules on the kernels nowadays (no external drivers)

- xpadneo is widely used for ble xbox one controllers (even the newer ones)

So, let me be clear. As I have said, I have to use a third party app (in that case Steam with Steam Play, but can be any remapper tool), to make the game playable via a 1st party controller, on a supporter system by the game.

Any change as you missed the gamepad_test_mapping function, you have simply to renew the mapping db for the engine to solve the issue?

As 1,4 → 2 of GMS is a big gap, any change it can be solved simply rewriting the controller support?

The thing is this → I understand you can not support all the pads on the earth, but, in my modest opinion (it is an opinion, your project, your rules), as I can understand, this is an issue in other OSes too, first party gamepad support should be a bug with high priority. You can play with a keyboard, but for most of the users, broken gamepad support for a platformer → a metroidvania (on 1st party controllers, not on 3rd party ones, I want to enphasize this) is GAME BRAKER.

So someone can dawnload the game, see that it is not playlable via his/her 1st party controller, and leave the game. It is a shame for a so nice and well-finished game as Zordak.

You can "workaraund" (porkaraound really) this when publishing on Steam, as I said, forcing Steam Play emulated controller (you can try it yourself), at the exception of a button which can be easily remapped in games, works (and should work the same on every platform). However all this means that other releases on what is not Steam, will have a not woking controller mapping.

But, for curiosity, if not a 1st party Microsoft/Nintendo controller, which controller should be for sure supported on Zordak at the moment?

Just to be clear, nintendo switch pro controller was released on March 3, 2017 (6 years ago). The Xbox One S controller (1708 version) was introduced in the 2016 (7 years ago).

https://github.com/AntiMicroX/antimicrox , https://generalarcade.com/gamepadtool/ this are some tools to get the mapping for the controllers, and https://github.com/gabomdq/SDL_GameControllerDB there is an updated list of the mappings, in the SDL style (organized by operating system).

I really hope, at least for 1st party controllers, you will find a solution before publishing the game on the stores :)

Hey, I'm sorry for the very late and once again giant reply.

Okay so, since you are using standard controllers and not some off brand ones, I don't think this is completely my fault in this case since why wouldn't GameMaker support these controllers out of the box?

It's not like I'm using anything special in the code when checking for controller inputs, it's just their own built in functions.

The manual even says this:

"While GameMaker comes with mappings for a number of different gamepads based on SDL Gamepad Controller DB "

Which is the exact same thing you linked.

So I don't understand why it wouldn't just work out of the box in this case since GameMaker is supposedly already using these SDL mappings.

The only thing I can think of is that my GameMaker version is so out of date that this hasn't been added yet but that seems unlikely since my version has the gamepad_test/get/remove_mapping functions.

And after looking around a bit more here, I'm not sure rewriting the controller input system will do much (since it will end up pretty much the same as it is now), UNLESS I go the manual route and *manually* keep a database of all controllers, check and set the mappings accordingly, which seems like a huge pain to do, AND that's assuming that will even work.

But with all that said, I'm not saying I won't do it in the future, I just don't want to spend time/energy on controller stuff right now.

And to answer your question about what controllers should be supported by the game:

Any/all controllers should be supported, I'm not sure I've ever gotten feedback where controllers are not working at all on Windows, it's only on Linux there are issues.

The only thing that currently doesn't add up on Windows are the button names, the buttons all have different ID's depending on controller so it's basically impossible to know the name of what button was pressed, once again, UNLESS you go the manual route mentioned above.

Anyway, after reading through all of this again, I don't think you told me what the actual issue was, so what didn't work for your controllers? Like were they not detected at all or just no inputs?

Also, since this reply is already gigantic, I'll just leave a snippet of my controller code here to show what I'm actually doing:

And there you have it, that's how I poll for button presses, not sure what else I could do here.

(+1)

Greetings Apapappa,

How is the progress doing? And are be plans to bring that game on Steam? I think there you would reach many more players and they will definitely support you. The range there is simply bigger and this masterpiece deserves it to be finished.

(+1)

Hey, progress is happening, hopefully there will soon be some newer content in future devlogs for example.

And yes, the game will be on Steam at some point and if I'm honest, I probably should have put it up there a long time ago.

Anyway, I'm glad you like the game. :)


Hello,

I hope this email finds you well.

I am from Game Troopers, and I wanted to express our interest in collaborating with you regarding your game, Zordak.

I think this game has great potential.

We are an indie PC game publisher, and we'd love to know more about it.

Please send me an email at mark.lauz@gametroopers.net and let's explore this partnership opportunity.

Hey, thanks for the offer but unfortunately I'm not looking for any publisher right now, sorry.

I understand. Please reach out to me if you change your mind.

Good day to you. How is the progress going? been dying to see how far you are and when we can expect a final release. would pay for your game. Rock on !!

Hey, sorry for the very late reply..

I've had to deal with some personal stuff for a couple of months, basically since the new year, and there were not a lot of progress during that time.

But right now, progress is happening and there should be a new devlog out soon.

And for when to expect a final release, same as always, I have no release date and can only say: it's done when it's done.

Amazing. If the demo was this good, I can only imagine how cool the finished game will be. I'll be looking forward to it.

(+1)

nice

The whole time I was waiting for a jump scare, like seeing the space pirates for the first time in super or the worm in zero mission. The use of lighting really brings the xeno biome to life. It makes me want to read about the creatures and explore the facility

(+1)

Hey, thanks for trying the demo, glad to hear the lighting works out well.

There probably won't be any real jump scares or the like in the final game, well I guess it depends on what someone defines as a "jump scare" but yeah.

As for reading about the creatures, story and such:

I'm pretty much only focusing on trying to do some "environmental story telling" so there probably won't be too much reading in the game. (apart from item popups and a few exceptions)

Viewing most recent comments 1 to 13 of 173 · Next page · Last page