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Rek & Devine

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A member registered Apr 16, 2015 · View creator page →

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It's running on flick, which is a uxn port of flickgame.

https://wiki.xxiivv.com/site/flick.html

I love that there's an option that they can just have a warm drink together lol...

Whoaaaa.... that is so beautiful!

I don't see a game by that name? I see this submission from you tho.

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Feeling so alive and happy right now :')

Peak desktop experience, multi-tasking and everything. 

It sounds like this: https://merveilles.town/@somi/114280385871876901

Oh wow, it's so nice. 

Remove the glasses and touch tentacles.

Hey increpare!

No feature request from us, just wanted thank you for your nice work on this, we've been having a ton of fun sharing little worlds made in Flickgame.

Delicious! Very nice : )

That's so nice :3

You could use an iframe : )

Updated! thanks :)

OOOooh! That's a good idea, we restrict the particles to a square around the scene, but it would be much nicer if it covered the whole screen. We'll add that this week :)

We don't touch the electron version much as both of us use the Uxn version, and also don't have access to a Windows machine. The issue is not present in the uxn rom.

Hi,

I was wondering if there was a trick to getting keyboard input through the embbeded iframe on a game's page. I can read the mouse input just fine, but I can't seem to get the events like: document.addEventListener("keydown", this.on_keybutton) which works if I open the content of the iframe and use it directly. This is the game in question, and the code that handles input.

Thank you :)

Wow! The calculator is excellent :)

Now, if you organize your symbols in the right order, it's possible, here's how I did it for fizzbuzz

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Thanks for your questions, I'll expand on the docs.

do any of the symbols have inherent meaning or functions?

They don't, there's really just two things in multiset rewriting, rules and symbols.

It looks like two of them are the same symbol as as the “run operation” and “undo” buttons, but when I use them they seem to operate exactly like any other symbol.

That's just so you can customize them :)

Still, some additional clarification on the notation system used here would be appreciated.

A line starting with :: indicates a rule, symbols are just names that could be shapes in tote, the caret(>) indicates the start of the right-hand side of the rule, that's it :)


Above are the rules for the subtraction operation, now if I put some things in the bag(8-3):

And press evaluation a few times, I get the result 5:


Yes! At the moment, Save/load works only if you use the tote.rom in a uxn emulator, we're still working on implementing the file system in a way that will work well with itchio :)

Wondering how to do arithmetic? Here's how to get the difference between two numbers:

:: x y sub > sub 
:: x   sub > sub pos 
::   y sub > sub neg 
::     sub >

Here are some logic operations:

:: x y gth > gth 
:: x   gth > true 
::     gth > false  
:: x y lth > lth 
::   y lth > true 
::     lth > false  
:: x y equ > equ 
:: x   equ > false 
::   y equ > false
::     equ > true  
:: x y neq > neq 
:: x   neq > true 
::   y neq > true 
::     neq > false

Here are some logic gates:

:: x y and > true 
:: x   and > false 
::   y and > false 
::     and > false  
:: x y or > true 
:: x   or > true 
::   y or > true 
::     or > false  
:: x y xor > false 
:: x   xor > true 
::   y xor > true 
::     xor > false  
:: true  not > false 
:: false not > true

Wow, this is awesome : ) It feels great when a large plant validates and fills the screen with the little yellow glow. Well done!

You can't imagine the evenings we had discussing this very topic, when we first started to sketch out the different "lessons", one of the thing we could never definitely figure out is the aspect of recording time. There's physical-limit time, for example, unless an instance finds a way to automate this, carefully drawn tally-marks might be a way to communicate how much can be done in an instantiation of the room. If I find a piece of paper blacked out in careful tally marks, I know that time allowed can be quite long, but you'd need two papers identical to ensure that each iteration is of a similar length. It might be that not all timelines are as long.

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Hi Shayja,

Unfortunately we cannot bring the link back up just yet, Apple is making it very difficult to distribute software for when we don't have access to Apple devices. For the time being, the only way to get the Uxn emulator running on OS X, is to build it from the source files, which means cloning or downloading the repository on sourcehut and writing .build.sh

Are you on irc or discord? maybe we can help you through that process :) Let us know!

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Stories are an excellent way to communicate, and to remember important ideas :). 
I really hope you like the book! It is awesome to hear that you've written and drawn a book yourself, it's such a fun process! Are you finished with it?

The room is bound by very specific rules that each animal is trying to understand/explore/defeat in their own way (Cat is hot tempered, Owl studious etc).

The very first rule is that the room resets after a certain period, if say Cat scratches the walls, the scratches will disappear after the reset and return to its first state: a room with unbreakable walls, a school desk, a pen, a blank sheet of paper, and all memory of what occured in the previous state is gone.

wow, that's great :).

That leads nowhere, that was a decorative thing that turned out to be a confusing, not-so-great idea XD... sry about that, we've corrected that in the new (Uxn) version.

Um. You may have encountered a bug. The classic version of Oquonie still has some problems.

We recently released a new version of the game which won't have these issues (Oquonie(Win95+ in the downloads), but of course, you will have lost your progress :/. We're really sorry about this.

Just by curiosity, have you done the level in the library?

Um, that sounds like a line-ending issue. We'll get back to you on this (apologies for the delayed response).

Due to this version being based on Electron, it has a lot of security flaws. You can look over the source code(Github) if you'd like to veto those security flaws yourself. Alternatively you can use the SDL2 version: https://git.sr.ht/~rabbits/hiversaires

We're still busy porting our projects to Uxn. Hiversaires and Oquonie are on that list. We're a small two-person team, it takes a while to get things done sometimes.

Uxn will use any available mouse device, it doesn't handle tablets any differently.

Have you had issues with other SDL applications in the past?

Oh right, sorry it's kind of confusing, but I mean uxn emulator, on the GBA. The gba rom is basically a uxnemu wrapping a uxn rom, I meant, that bd should handle the key repeat at the uxn emulation layer, not at the gba emulator layer ;)

Just fixed the sticky cursor issue that draws even if using the d-pad. I think the repeat should be handled at the emulator level, ideally it could not even repeat.

You're running it through an emulator or an actual device?

Mhmm, you can toggle the dots on and off if you need, but why is it broken with Aioi? It should still work the same. I'll dig into it.

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Yea you're right, it used to have one.  We'll add it back :), just give us a bit of time.

yea there's no save, that is intentional. Yufo has a very short life anyway

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