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Reminds me a bit of the 3D mind bending of MacSwear: http://wakaba.c3.cx/sup/kareha.pl/1131061133/

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Okay. This game really blew my mind. Watching the levels evolve in real time and build out, mixed with the reflections and everything. WOW. This is some very impressive tech. I love Marble style games and this adds a new layer. That last level is so tough but I love it that way.

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Beat my times!

1 00:08:19
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3 00:37:47
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5 00:45:35
6 00:13:47
7 00:34:20
8 00:10:22
9 00:25:09
10 00:18:12
11 00:13:33
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15 00:43:24

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The most exhausting video I've made so far. And also a lot of fun!

I don't know how, but this video got over 400 views and is my most viewed gaming video. If anyone of them is from here, please subscribe to my channel for more content!

Fantastic work! I can't seem to beat Around the Citadel, how the heck are you supposed to get around or climb this thing?
Also a few notes for your next update :)
- A mute option for music
- The ability to jump
- Short 3..2..1.. countdown, or you could even get rid of it
- Controller support!

I think the main problem with the countdown is that it's based on your computers framerate. This means it will be slower the less FPS you have, and faster the more. I think that the creator adapted the countdown to 60 FPS, so on less powerful machines it will count slower. It would also be better if it counted faster, though :)

I may add a 30fps mode for slower machines.  But yes, the game runs per-frame right now so that high scores are independent of your graphics performance.

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If you have your timer like so

float time = 0;

ThisRunsEveryFrame() {

 time = time + tineSinceLastFrame;

}

Adapted for your language, then it would be accurate on all machines. I think this is especially important with highscores. To find the time since last frame, you might be able to record the system time in a variable, and then find the change. I'm not sure if this is possible using your engine and language, but it would be a great improvement. :)

I actually fixed this last night and updated the download.  It now drops frames when the GPU can't keep up.  So it gets choppier instead of slower when framerate goes down.  The physics, scores, etc all stay consistent.

Nice!

Thanks!  To go around, try to stay on the top rail as long as possible.  Once you pass the edge, you'll see the flag and it should be easy to fall down and roll to it.  I did try controller support originally, but I felt like the camera was too difficult to control with an analog stick since it needs tilting up and down.

For the controller support, you could use JoytoKey. Then you can map the buttons to key inputs.

This is amazing!

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Marble Marcher is simple looking overall, having only the "stage" to look at, but still manages to be a treat for the eyes through the use of colors and fractal patterns. I may not be able to speak at length on the technical aspects of things, but I can definitely appreciate a unique experience such as this.

Good job on this, devs. People should do more with this idea.

Thanks for playing this!  I have to admit It was painful to watch the low fps 😅  Definitely run it at a lower resolution if you do play it later on.  The frame rate is certainly more important than high resolution for gameplay.

Going by your game's settings, I have to run it like I don't have a dedicated GPU in order to maintain absolute 60 fps, and at that point it looks like someone crumpled up a paper then tried to flatten it back out. That felt offensive to the game so, in the video, I was running it at 720 to balance gameplay/fps and visuals so people got more of a feel for the experience.

Fantastic work.

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A rollerball game based on spatial fractals (Menger's sponges and Kochs's snowflakes as far as I could identify, maybe there're also Mandelbrot and Julia sets and more) is a rather innovative and whimsical design notwithstanding it's too performance-consuming (my GTX 940M is fully engaged under the lowest resolution to just sustain a somewhat reasonable frame rate).In my opinion, maybe it's not necessary to keep such a high resolution and iteration in order to unleash the graphical burden.

Also, a RESTART button is urgently needed due to its easy besiegement. It's annoying to exit to the main menu and re-enter the level due to the complicated transition procedure. Additionally, re-entering levels should allow players access the recently UNQUALIFIED ones while it currently keeps (actually should NOT be) the last QUALIFIED ones replayable which makes players had to re-qualify those levels again.

Finally, I guess that the marble in the gameplay is driven by a horizontal stable physical drag (it's confirmed after I checked the code). Perhaps using torque instead of drag will make rolling controls much easier and smoother(however it may disable air movements so a combination of both worths considering).

Generally, it's really a fantastic try though there're still some aspects to be improved.

Thanks for the feedback!

  • The graphical requirements are high, but it really is necessary for this type of game.  I've optimized as much as I can already.
  • You can restart instantly by pressing 'R' or right-clicking (it is listed in the controls).
  • I do actually use a combination of torque  and drag already, you have tighter controls when on the ground and looser control in the air.  The problem is that fractals are really bumpy so you often find yourself in the air more than you'd like.

I would still like it if from the Levels selector you could enter the level unlocked+1. So the first uncompleted level. It maybe should also continue increasing the levels from there. Or have a button on the countdown that switches to increasing levels mode.

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All it needs is more resolutions, true fullscreen, and a flag like `--screensaver` to launch it straight into screensaver mode.

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What do you mean by "true fullscreen".  It should support fullscreen already...

And what resolutions do you need?  Smaller ones or bigger ones?  I don't think bigger resolutions would run fast enough on any existing hardware.

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perhaps 1440p? My 2080ti runs 1080p at around 100-120fps. Though the game seems to cap at 120

My monitor is 1440p. https://i.imgur.com/0eeVvTX.png


He probably means exclusive fullscreen, the fullscreen in the game is like borderless windowed.

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Yeah, I'd also love to see support for Fullscreen Exclusive mode (aka: a way to avoid interference by the DWM under Windows Vista, 7, 8 and 10).

Good to know.  These RTX cards must be pretty crazy!  I can't even get 60 on my GTX-1080 in that resolution.  I'll see what I can do about full screen options as well.

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Oooh, looks cool! Is there a Linux build?

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That would be sweet! Linux port would rock :)

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It is currently being ported: https://github.com/HackerPoet/MarbleMarcher/pull/1

So I may have something for Linux and Mac soon.

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Just to let you know it works quite well on wine 3.7 (stock ubuntu package, latest) as well as wine-staging 4.0-rc3.

Tried on GTX 980TI and windowed 1600x900 gets 60fps yet there are no ultra wide resolutions available to test more (fps counter not visible). Mine is 2560x1080.

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Good game, man!

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This is awesome! Reminds me of seeing DOOM running on my home pc for the 1st time. I wonder will fractals find more common use in games in the future.

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