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NateHarms.FPV

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A member registered Feb 07, 2022 · View creator page →

Creator of

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Hello, just a follow up. I have added a portable Linux build that should run on your system. It is not well tested so please let me know if there are any issues

Hey! Im so sorry to hear it isnt supported natively on your version of Linux. Admittedly I dont know much about Arch, but I will do my best to run a compatibility pass over the next couple of days. Does your version of Linux not do Ubuntu/Debian style packages? If I gave you a version that ran from a bash script, would you be able to run it in theory?

Hey! For the moment I don't have support for single standoff rear ends. A bit of an oversight, I'll admit. I will prioritize this for the next update, hopefully within a day or so.

Noted! I will make the fix included in the next update. Thank you for the suggestion

Hey! Thank you for the feedback Captain! I will see what I can do to improve a few of the things you mentioned here. Probably add an update over the weekend. Thanks for playing!

Oh perfect Thanks for your support of the project, I will make sure to add the c++ redist requirement to the description page. My apologies for the troubles.

I received your log, Thank you! based on diagnostics, it crashed while trying to load up the C++ Redist, yours exists but is out of date. Please update through the microsoft link I posted above. Let me know if that fixes it, or if you still have issues.

https://download.visualstudio.microsoft.com/download/pr/ebdab8e5-1d7b-4d9f-a11b-...

If still crashing after updating the c++ redist, please send me another player.log

Mount Maker defaults to DirectX 12 (but should switch), and also requires Microsoft C++ redistributable. It looks like your processor has an integrated graphics chip that only supports DX11 so that may be an issue.

I would recommend downloading the latest Microsoft C++ in case you don't already have it installed (uncommon, but possible)


https://aka.ms/vc14/vc_redist.x64.exe
(this is a direct link to microsoft's download for the installer)
https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=ms... (this link is for the info page in case you are unsure of direct download links)



Could you do me a favor? 

Immediately after Mount Maker closes, press Windows + R and paste:

%USERPROFILE%\AppData\LocalLow\Mistline Media\Mount Maker

This will open a folder with crash and user logs. Please email the Player.log to info@mistlinemedia.com, along with your Windows version, whether you downloaded the demo or full version, and whether you see the Unity logo, terms screen, or main interface before it closes. If that folder or log doesn’t exist, please let me know.

In the meantime, I will try a quick fix forcing DirectX 11 on startup

you can also chat with me directly on instagram @fpvmountmaker or on facebook Nate Harms (profile picture is of me posing awkwardly in front of a grafitti wall), if those options are easier.

Hey! Can you tell me about your computer?

Windows version

Cpu

Gpu

Ram

Ill try to figure out what is going on as quick as possible.

Yikes.. alright rebalance incoming! Yeah balancing this will likely be the hardest part of the whole game when all is said and done. Honestly I think I had it closest on first release when it was more difficult.

Thank you for giving it a try and the feedback! I agree with you on both the big ships being annoying and the late game. I am currently working on more specialized "boss" type fights as well as random encounters like stranded merchants that you can choose to help or plunder. I am not entirely sure what to do in order to make the big ships more worth playing, but I am working on it for sure!

Thanks again.

I will add a way to "unstuck", my apologies for that.

This is intentional, I didn't want them to shoot through each other as that would be unfair, however my current enemy ai is not smart enough to avoid shooting at each other. I am in the process of making them smarter about that.

I'm glad you are enjoying it! I was wondering who was absolutely wrecking the leaderboard haha. Are you saying you got to a point where enemies could one shot you? The scaling was designed to make it harder, but not impossible. I will adjust this so there is a cap on the HP an enemy can deal, instead I will increase the number of enemies late game.

What size of ship do you typically upgrade to? I know the leviathan is crazy, but it is currently very limiting movement wise.

Zoom should be working now!

Balance rework added!

Leaderboard officially added!

Thank you for your feedback! I am currently working on leaderboards and will try to find a halfway point for the difficulty ramp that is a bit more tolerable. I will rebalance with that update. Give me about 1-3 days.

I have it, but it's not working correctly right now. I will fix on next release for sure.

I will add that to my priority list! Thank you

I'm glad to hear! Is there anything you would like to see changed/added?

Hello all!

I am working on a pirate roguelike and have just released the first alpha, playable in browser. You take command of a small boat in the open seas. Destroy enemies and scavenge loot to try and build a much stronger and bigger ship. Take on bosses, upgrade at port, and accept mission to unlock more valuable upgrades. Being a roguelite, dying means starting over. Enemies get stronger and more numerous so your choice in how you build your ship will matter.

I could use some player feedback and ideas for what to add. give it a try and let me know what you think!

https://nateharmsfpv.itch.io/boat


Hahaha, totally fair. I was bored and browsing newest trying whatever the first thing was that popped up.

why is the download a .docx?

I am playing on a PC

Actually really awesome game. A fair amount of difficulty without it being frustrating. I would have liked a guided tutorial but it didn't take me long to understand how to play. I would also like if the window wasn't as tall so I didn't have to scroll up to check health bar. I feel like this is something I will come back to for sure.

No description for controls. collider boxes aren't accurate and some of the jumps are actually impossible. classic jumper that could be decent with a bit of refinement.

Interesting idea. Nice little game. I don't like how the reaction to the controls feels a bit sluggish. I also wish there was an obvious restart button (I might be missing it.)

It is. I had to learn a lot about coding efficiency in Unity to get it running. 

I had not been planning something like that, but now that you mention it, it would probably be wise. For the moment, I have a tutorial covering how to use the game including an overview of the materials. But it is like 40 minutes long and I am not the most pleasing person to listen to haha. Thank you for the idea, I will work on something like that.

I had a fair amount of fun trying this out. It is incredibly difficult though and I wish I had a little bit more room to manouver. I did not make it very deep

Hello,

1. I had suspected an attack, but pressed on my own hit anyway.

2. I did not choose guard.

3. the initial move was confusing as I wasn't sure the text was talking about what the enemy or myself was doing initially.

I was easily able to defeat it in 3 moves while still having 93 health remaining.

Good day all,

I have been working on a powder toy inspired sandbox in 3d for several years now. I finally have a playable alpha and am looking for feedback regarding useability, performance, and features.

Currently the game supports a wide variety of materials, interactions, and physics systems. I am looking for the following feedback:

  • Does the store page accurately and easily describe this game? Does it have sufficient polish?
  • Is this game intuitive? Is the learning curve too steep for it to be fun?
  • what is the general performance of the game? What GPU and processor are you using? what were you doing when you made it slow down?
  • Are there features you wish the game had? or things it shouldn't have?
  • did a system not work the way you expected it to?
  • Did you genuinely have fun?
  • What did you try to create?
  • Any other things you would like to suggest?
  • And of course, any bugs?

https://nateharmsfpv.itch.io/base-matter

A massive thank you to anyone who takes the time to give Base Matter a try and provides me some input!

Hello all! Thank you for trying out Base Matter! The future of this game will be heavily focused on the direction dictated by the users. Use this forum to post up your feature requests, bug reports, and anything else you wish was in the game.

I gave it a try. I couldn't entirely understand what I was supposed to do. I died a lot until I figured out how to avoid the train, was definitely scary the first time. Not bad, would like clearer instructions.

Hey everyone,

I’ve been working on a project called Base Matter for quite a while now, and I finally reached the point where I felt comfortable putting a public build out.

It’s basically my take on a fully 3D falling-sand/material sandbox. I’ve always liked games where you can just experiment and see how different materials and systems interact, so I wanted to push that idea into a volumetric world with things like liquids, gases, heat, pressure, combustion, machinery, logic, and more.

There aren’t any missions or progression systems. The idea is just to build something, run the simulation, see what happens, and then tweak it or completely break it.

The current alpha is still early, but it already has quite a bit in it, including pumps, valves, sensors, pistons, cutaway views, pressure/heat visualization, saves, rewind, and some early reactor mechanics.

I’m mainly looking for people who enjoy sandbox/simulation games and are willing to poke around, build weird things, and tell me what feels good or confusing.

It’s free to play here:

https://nateharmsfpv.itch.io/base-matter

If anyone ends up making something interesting with it, I’d really like to see it.


I just took a look online and it appears your radio does not support channel remapping like OpenTX radios would. I did see on page 5 of the manual, there is a slider on the back of the radio to change modes. Potentially one of these modes remaps the channels?

https://www.horizonhobby.com/on/demandware.static/Sites-horizon-us-Site/Sites-horizon-master/default/Manuals/SPMRFTX1-Manual-EN.pdf


Regardless, I know that is not ideal and I will make it a priority to add in software channel mapping. Hopefully over the weekend.

Hey guys!

I will be continuing this project, however I will be doing a major rewrite for the non beta version. There are some things I will be doing that will future proof the program even without my involvement. The goal is to make it self sustaining long term.

I expect the next release will happen by spring next year, and it will be the first non beta version.

Hey! I'm sorry to hear you are having troubles. I am still actively working on this project. I'm not sure why you wouldn't be getting a file output but I will look into this tonight. One way or another I will make sure you get the mount you need.

I hope they work well for you! It's been noted that the 11 mini needs some work, I'll be fixing that this week. Any feedback is greatly appreciated!

Hey! The 11 should work with the 9-10 mounts. I am working on the mini right now, should have it up soon.

Hey! Thanks for the support. I will hopefully have a smaller update in the next 1-2 weeks for some new mounts and bug fixes. It will take me a bit longer for the next major update but I hope it's going to be worth it. I have big plans to hopefully implement as it becomes too cold to fly.