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RussDCA

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A member registered Sep 09, 2018

Recent community posts

Oh wow. Eye candy is amazing, yet respectful. I was a saying only a few days back that we should be able to see the light in the distance in the night city course. You've taken it to a whole other level. I actually appreciate being able to see further with the lights and the opponent car headlights do the same, Even as a kid, I couldn't understand why cars would drive in the dark. Changes things, yes. But I think in the right way.

Hope you don't mind a couple of ideas/observations I'd to share:

  • Menu: When entering a name to start, hold up/down should also go through the alphabet, not just individual presses
  • Music: I agree with Ruszard. The jingle music for levels should be excluded from the in game music playlist
  • Lotus 2
    • Foggy Course:
      • Maybe make one of the opponents car lights a glowy fog light that we can see further in the distance
      • Have you tried varying for thicknesses so as we drive through, some parts are more dense in fog, some a little lighter. Maybe even when it's a bit lighter, see those thicker parts coming up. Into the abyss :D
      • Have you tried varying for thicknesses so as we drive through, some parts are more dense in fog, some a little lighter. Maybe even when it's a bit lighter, see those thicker parts coming up. Into the abyss :D
    • Desert Course:
      • Maybe have tumble weed ping up in the air when we hit it
      • Maybe opponent cars could hit them too, clearing the road for us. Or is that a little too game changey?
    • Motorway Course:
      • Bug: Linux version on my SteamDeck. The trucks that cross your path, their trailer seems to be at ground level.
    • Marsh Course:
      • Damn. I'd forgotten how relentless that course was! :D
    • Storm Course:
      • Any plans to have the rain move left/right/towards the screen, like how the snow does?
      • Lightning casting shadows and road glare maybe. And at some parts of the course, flashing up the clouds too, like we're right under it?

Keep up the awesome work. Really can't wait to get my hands on 

Happened to me too, but only the first launch. Second launch worked.

Oh boom! The Mac is back. Thank you so much!!!

Thank you, looking forward to this. Mind if I make a request? (Aside from a Mac version 馃槵), could we have a way of checking/unchecking tracks we want to hear when in Random play? And maybe an in game buttons to skip a track?

That鈥檚 what I鈥檝e done, and in SteamOS it鈥檚 fine. It鈥檚 a weird quirk in Desktop mode.

First thing, the following big only seems to happen when in Desktop mode on the Steamdeck. So the sound is to play in SteamOS mode. All good, but it鈥檚 weird.

From desktop I鈥檓 seeing double tap entries when navigating the menus. Press right and we move 2 options, press down and we move 2 options. Try switching an on/off option and it remains in place since we switch it twice.

Every now and then we regain single press steps, but it鈥檚 not acting as it should.

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Can. Not. Wait, for this one! What control method(s) have you gone for? I'm feeling like twin stick could actually work for this. Could break the difficulty, though the original was kinda nails, so maybe a welcome addition.

Holy what the!!! I've just stumbled across your Lotus and will be installing to my Steam Deck. Commented there asking for a Mac version please... Then I click your page and see the absolute Amiga classics you've also done. I've been wanting something like this for Ruff for years. Can't wait to try it out. Zeewolf 2 was one of my fave Amiga games too, so I'll see what you have over there. Again, I want all these on Mac ploize :D But I will try them all on the deck of course.

Ace! Could I have a Mac version please?

This is awesome. Any chance of a Mac port too?

+1

This game is great. Thank you.

Hope you don鈥檛 mind me making a couple of requests. They might sit in the accessibility category of requests.

1. Could we have font size options? This is one of the few games where I must where my glasses to read what鈥檚 on screen. It would be nice not to have to

2. The built in tutorial flies through the text too fast (especially given the font size). Could we have a button press to read the next piece of text so we can read and learn at our own pace?

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Beautiful. I'm just going to get over these stupid November sales crushing my wallet, and I'll for sure be sending you a few smackers for this one.

This is wonderful. Had a quick look on the Mac here.

I'm going to go out on a limb here and ask if you could add a "screen" more too. So totally not a sprite based thing you've built, but something one could use to paint an entire screen for fun. An almost "Artists II" replacement for modern computers. You may have actually stumbled on a great solution there. Though then there's be patterns, fill, fonts etc... So I'll zip it on that thought 馃

Couple of other thoughts.

Any chance of a persistent "bright" and "dark" palette, rather than only a switch? I have plenty of screen real estate, so a switch is adding a click I don't necessarily need to have if the whole palette was around.

Ink/Paper. Did you experiment with having those in the same place? A single row of colours. Maybe left click for Ink, right click for Paper. Then maybe a little icon inside the colour square to represent which is set on which colour. Top left for the chosen ink colour, bottom right for Paper?

Anywho. This really is wonderful. Thank you for sharing it.

Piping up for the Mac version to come back again.

This is just wonderful!

Please bring us a Mac native version.

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Hi. New playdate user here and I found your app. I love the minimalistic design and clear visual representation without having to squint my old man eyes at the text. Hope you don't mind, but I'd like to make a couple of suggestions.

When the timer hits 1 minute, maybe have the text say something like "Final minute". I'm thinking this because while it's accurate as the minute starts, it's gradually less accurate and in the final few seconds it still reads the same. Not a big thing, just an observation I guess.

My second suggestion may be a little more practical. When turning the crank to adjust the time, if I only want to change by a minute or 2, a full turn of the crank to stow it back in place changes the time by more than I want. Perhaps holding any button on the device could temporarily disable the crank motion from changing the time, allowing for a change, then lock that in place, stow the crank and continue focussing.

Again, thank you for your great little app. I'm sure it will become indispensable in daily tasks. Oh, and beautiful choice of sounds too.

This is a great game. Any chance of a Mac build? Or better still, bring it to mobile devices?

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Bunker would help here to cut through the ground. Takes some planning ahead as soon as you spot the danger.

Ah, this will be a shame if we can't suss it. Got a week off next week, so I may ping you over the weekend. Thanks for replying :)

Hi. I've tried a few things (on and off over the weeks), including removing devices from my system, wired and wireless yet still no joy. Plenty of other games seem to be picking up the pad without issue, but not MM.A

Any chance we can bounce on this together to try to debug what's going on?

Ok cool, clearly something going on this end. Thanks for the reply :)

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Am I missing something. I've had your game for a while on Mac and was sure I'd been playing with a pad. It's been many months, but I've come back to it this evening and my pad isn't being recognised. Other games seem fine, but I'm having no joy here.

you do make a valid point I guess 馃憤


I鈥檓 also waiting for the Mac version to return, so right this mo, I don鈥檛 get the stable or the nightly 馃槄

Yeah, I've dabbled with WINE and the PC demo, but not jumping in until the Mac version comes back.

Just wanted to throw a suggestion here.

I see a lot of releases in short bursts. Have you tried ironing things out over a longer period of testing and releasing less frequently?

Great looking app though, and I'm very interested in buying once you pick up the Mac port again.

Thanks, Russ.

love seeing these updates, but I can鈥檛 buy until you bring back the Mac version. How is progress on that front?

Hi, I came here looking for a Mac version. Hope you're able to pin things down.

Ah, that's a shame. What Mac did you try this on? Just curious really as 1fps is something I can't even replicate on my Intel Mac.

On my 2018 Intel MBP, first running at 2560x1600 was around 25-30 fps ish. 1680x1050 hit 60fps. While the highest resolution of 3360x2100 was around maybe 20fps.

However, on my Mac (base M1 mini) 1440p was hitting 60fps without a hitch. Gradually tap up the resolution and I can see the performance tail off and at 4k, I'm seeing maybe 20-30 fps.

I was about to pop here to thank the dev for the Mac compilation and Apple Silicon support.

I've not used this yet, but it looks great. What plans/thoughts do you have for Valve Index Controller support?

I can just imagine reaching out to press a button with my finger tips, or typing on a virtual keyboard with this.

I'd like to see a Mac port too. My Mac is a 2.9 GHz Intel Core i9, 32gb ram, Intel UHD Graphics 630. Numbers numbers eh... So, I've just run Grid 2 at 2880x1800 with everything to high or ultra. The benchmark came out with the following frame rates:

  • Average of 36.70
  • Minimum 18.95
  • Max of 43.72

For normal gameplay, I'd usually drop some of the options, like reflections, ambients and a couple others, but personally I think that's not too shabby. With more modest settings, 60fps isn't unreachable.