I'm sorry...At the time I made this game, I didn't have a linux or a mac machine to test on, and I have heard that it works for some people and not for others. I will try to revisit it in the future and bring it up to snuff as much as possible.
It seems to work fine on Mac, although I don't know if there's supposed to be music (there isn't). Also it'd be nice if there were an option to disable input smoothing, since that makes controlling the viewpoint especially frustrating given how small many of the targets are.
Thanks for letting me know. There is, in fact, supposed to be music/sound, yeah...I'm sad to find out that I guess this doesn't work on macs? Not sure how to troubleshoot or test that, unfortunately, without any kind of access to a mac computer. I am not sure about input smoothing, but I'll look into it for a future update (or possibly my next game). I'm not much of a programmer sadly. Am learning as I go along.
I'll be uploading an update tonight that should fix a different cursor issue (really only effects multi-screen setups, though) and lock the framerate to 60, which I think might improve the oversensitivity factor a bit (some folks with super awesome PC's and high-refresh Monitors have reported that things go super fast when the framerate gets very high, and that should hopefully fix that).
Anyways, thanks for the info! Really appreciate it. I'll definitely try to work out that music thing somehow. I was rather proud of my sound design for this game, simplistic though it is.
I do notice the Mac and Linux packages are significantly smaller than the Windows package, so is it possible the audio assets simply weren't included in the build
That makes a lot of sense. Seems like a unity build problem other people are having as well. I think I should be able to confirm it (and hopefully find a work around for it), once I get home tonight. Fingers crossed. Thanks again for letting me know about this!
Huh. Interesting and odd. The sound isn't supposed to be especially loud to begin with, but I am not a tech savvy enough person to instinctively understand why there'd be such a variance on different platforms. Sadly, I pretty much have to release the Mac/Linux versions of my unity games "as is" for now...I don't have the hardware to test them. Never owned a mac, and my Linux laptop bit the dust a few months before I made this. Hopefully, will find solutions in the future.
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The Linux version doesn't seem to work :/
I'm sorry...At the time I made this game, I didn't have a linux or a mac machine to test on, and I have heard that it works for some people and not for others. I will try to revisit it in the future and bring it up to snuff as much as possible.
It's fine, no pressure! :D
It seems to work fine on Mac, although I don't know if there's supposed to be music (there isn't). Also it'd be nice if there were an option to disable input smoothing, since that makes controlling the viewpoint especially frustrating given how small many of the targets are.
Thanks for letting me know. There is, in fact, supposed to be music/sound, yeah...I'm sad to find out that I guess this doesn't work on macs? Not sure how to troubleshoot or test that, unfortunately, without any kind of access to a mac computer. I am not sure about input smoothing, but I'll look into it for a future update (or possibly my next game). I'm not much of a programmer sadly. Am learning as I go along.
I'll be uploading an update tonight that should fix a different cursor issue (really only effects multi-screen setups, though) and lock the framerate to 60, which I think might improve the oversensitivity factor a bit (some folks with super awesome PC's and high-refresh Monitors have reported that things go super fast when the framerate gets very high, and that should hopefully fix that).
Anyways, thanks for the info! Really appreciate it. I'll definitely try to work out that music thing somehow. I was rather proud of my sound design for this game, simplistic though it is.
I do notice the Mac and Linux packages are significantly smaller than the Windows package, so is it possible the audio assets simply weren't included in the build
That makes a lot of sense. Seems like a unity build problem other people are having as well. I think I should be able to confirm it (and hopefully find a work around for it), once I get home tonight. Fingers crossed. Thanks again for letting me know about this!
Huh. Interesting and odd. The sound isn't supposed to be especially loud to begin with, but I am not a tech savvy enough person to instinctively understand why there'd be such a variance on different platforms. Sadly, I pretty much have to release the Mac/Linux versions of my unity games "as is" for now...I don't have the hardware to test them. Never owned a mac, and my Linux laptop bit the dust a few months before I made this. Hopefully, will find solutions in the future.