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SUPERCOIL, an electrostatics platformer

Discussion in 'Works In Progress - Archive' started by Instability, Jul 6, 2014.

  1. Instability

    Instability

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    Thank you overthere!

    Do you think timing/dexterity puzzles like the previous one suit the game well?

    My previous puzzles, the ball in the box and and the vertical reflection on the wall puzzle, were more of the "how do I figure this out, how do I get there" type. The weightless puzzle is obvious from the start and is more of a timing / dexterity puzzle. Which type of puzzles suits the game best in your opinion?
     
  2. overthere

    overthere

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    Before I answer can I ask what vision for the game you ended up deciding on? (referring to your previous post on not sure of direction you wanted to go in)
     
  3. Instability

    Instability

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    As for simulation vs plat former, at this point I do not see why SUPERCOIL should not be both. I think staying true to science has rewarded the game with interesting mechanics. As for sandbox, I might add a level editor later.
     
  4. Haseeb_BSAA

    Haseeb_BSAA

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    Awesome colors , is that all particle system? It looks wonderful! :D
     
  5. overthere

    overthere

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    I think the game works with both types its interesting to have changes of pace as you progress. I'd be interested to see more puzzles making use of the field lines as a guide. Have you considered puzzles with set up by manipulating charged objects to alter the field lines in the area to progress through, or charged objects in motion so you can see how the fields are changing and use that to good effect?
     
  6. Instability

    Instability

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    Thanks for the compliment Has! Yes, all partiles :)
    Overthere, interesting thoughts. When you say "puzzles with set up by manipulating charged objects to alter the field lines in the area to progress through", do you mean that the player should not only be able to alter the protagonist's charge, but some of the environment too? If yes, I have definitely thought about that and implemented a similar experiment, if you are interested I can make it an animated gif later.

    I also have a new puzzle today:

    recent history:
     
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  7. overthere

    overthere

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    Yes that was what I was meaning, assumed you would have tried it already :). I think using the lines to read the environment would link the game more to a science theme and differentiate it from other puzzlers.

    Definitely found this puzzle a harder one to get across. Seems to be an intermittent bug on respawning (which I did lots of!) which leaves you falling infinitely inside the left hand block.
     
  8. Instability

    Instability

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    Thank you overthere! Another thing I am experimenting with is changing the scale of some previous puzzles. There's something intriguing about being small in an overwhelmingly huge environment...

    To those of you following this thread: would you be interested in seeing SUPERCOIL on Steam if it is further expanded and refined on top of the current fundamentals?
    I mean some additional but not radically different mechanics, more puzzles in the same vein, refined electromagnetic visual effects, more music tracks and some sound effects, a proper menu?
    I am asking because I wonder if you feel this could be a great game, or if you feel the foundation I have built is missing some very important element(s).
     
    Last edited: Jun 16, 2015
  9. Instability

    Instability

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  10. Instability

    Instability

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    In today's puzzle, I have a new mechanic. I didn't have time to put explanation text into the game, so I'll say it here: The new plates with circular pattern can change their charge. When the player collides with them, they will immediately take the same charge as the player. This means you will be immediately repelled.

    The new puzzle features a new track from Lukas (twitter, soundcloud). It is a bit 80's and will make those currently in Kung Fury fever (like myself) feel like they've just been struck by lightning and bitten by a cobra.

    recent history:
     
  11. Instability

    Instability

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  12. Instability

    Instability

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    Hey guys,

    I have updated the first post with most recent material and I would really appreciate some feedback. If you like platformers, please play and let me know if the mechanics works for you and what the game feel is.
     
  13. overthere

    overthere

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    Took me quite a while to get the dynamic charge mechanism, liked the recycle mechanic, although if everyone fails as much as me might want to shorten depth to reduce time to return?

    Got the death grids on the second go. Readability of charge plates under death grids is a bit poor. I really like the floaty arcs feel it has, you want to pass back and forth across.
    Which makes me wonder if it could work with a charge transfer game mechanic? Travel across collect charge, so alters how much you need to compensate when you float back across?

    Thought the music on both was good suits your game style.
     
  14. Instability

    Instability

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    Hi All,

    After some silence I decided to return to this project and pick it up where I left off. I learned a ton about game design in the meantime by working on another project called annihilaTRON (see link in signature). I think it is now time to apply this knowledge to the more ambitious project of supercoil. I have set it as my goal to very carefully introduce the most basic game mechanics, attraction and movement of plates. Everything else (repulsion, other charged geometry, ...) will be returned to later. For the time being, I want the interaction with charged plates to be as natural as possible, which involves intuitive controls while switching between an upside down and normal state, which happens very often in this game: left is right and right is left when you crawl on the roof. In other words, the controls in a platforming scenario like this one should be as intuitive as possible (a challenging task):


    Similar to the way I handled my annihilaTRON thread, I will regularly post updates here, and more importantly, will be posting builds too. I am happy to return to this very challenging design challenge which was probably a bit beyond my abilities when I started it, refine the game loop to be much more snappy and later re-introduce the numerous levels I showed over the course of this thread.
     
    Last edited: Jul 21, 2017
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  15. Instability

    Instability

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    I have been trying to redesign the first ten puzzles, hoping to add more text and a cleaner control scheme to very gently convey the unusual concept of interaction through electrostatic forces. This is painfully difficult to design. I am going for minimalist lighting: (Practically) only the glow of the plates illuminates the path, and the camera must always be placed such that all relevant illuminated faces are visible. Here is my current design of the first three puzzles, which are better but still not as crisp and clear as they can be:



    Compared to previous designs of the game, I decided to be extremely slow in introducing concepts. The first ten (if not more) puzzles will be purely about attraction ("A key"), not repulsion. I gradually introduce plates, teach the player to roll around on plates, then introduce moving spheres, then combine spheres and plates, etc. The control scheme is hard to design, as the player must feel in control when upside down, or climbing vertically. I have a scheme operating based on normals provided by OnCollisionEnter (blue lines in the picture below), which evaluates if the player input direction (red lines in the picture) is aligned or not. This feels far from perfect yet, and is key to the game, since this is the most basic game mechanics. I need a game that controls better than Gish, certainly a challenging task to be up against Edmund McMillen in a sense.



    Below is a sketch of the first ten puzzles, which are already implemented in basic form, with the first three more polished than the rest. If you followed previous designs of the game, this should hopefully strike you as more organised and less crazy, as I am simply trying to teach and provide a playground for practicing the main game mechanics, attraction to charged surfaces.



    At this point it is not yet clear to me if this concept of electrostatics based on relatively accurate simulation is a good idea:

    CONS
    • Imprecise physics-y controls by design. Frustrating if not perfectly balanced.
    • No characters, no plot and setting, all abstract.
    • Boring without enemies, shooting, collectibles etc.
    PROS
    • It is rare that genuine simulation is game-ified.
    • There are real ideas from physics behind the game, it could illustrate to high schoolers and undergraduates the basic concepts of fields in physics.
    Anyway, your thoughts are appreciated.
     
    Last edited: Jul 30, 2017
  16. Instability

    Instability

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    Working on the little things, the little details. Instructions now fade in when appropriate rather than being always there. A build with the first five redesigned puzzles is coming soon. The puzzles are basically ready but there is a need to polish.

     
  17. Instability

    Instability

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    .With an improved control scheme and rounded corners between plates, controlling while attracted to walls is snappier.

    ..

     
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  18. Instability

    Instability

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    The first five re-designed puzzles are ready. After some more testing and hopefully recording a video, I will upload them. I am pretty excited as they are the most polished this game has ever been. The amount of yellow transparent boxes regulating cameras and fade ins/fade outs should give a taster. I really hope you guys will be excited to play in a few days :)

     
  19. QFSW

    QFSW

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    Is there anywhere we can get an up to date demo build? Saw this thread years back and thought it looked pretty neat, great to see its still being developed!
     
  20. Instability

    Instability

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    Thank you for your continued interest QFSW and overthere!


    New builds available: Windows, Mac, Linux.

    This is a relatively short segment but I think it's the most polished the game has ever been. I would be more than grateful for feedback at this point.
     
    Last edited: Aug 6, 2017
  21. QFSW

    QFSW

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    Got a crash :(
    Unity Player [version: Unity 5.4.1f1_649f48bbbf0f]

    d3d9.dll caused an Access Violation (0xc0000005)
    in module d3d9.dll at 0033:afddfd0c.

    Error occurred at 2017-08-05_110614.
    C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit.exe, run by Yusuf.
    62% memory in use.
    16299 MB physical memory [6073 MB free].
    28299 MB paging file [4703 MB free].
    134217728 MB user address space [134217269 MB free].
    Write to location 00000000 caused an access violation.

    Context:
    RDI: 0x0d4a6dc0 RSI: 0x00000000 RAX: 0x00000000
    RBX: 0x00000000 RCX: 0x0d68c3e0 RDX: 0x00fdee70
    RIP: 0xafddfd0c RBP: 0x00fdee70 SegCs: 0x00000033
    EFlags: 0x00010202 RSP: 0x00fdeb78 SegSs: 0x0000002b
    R8: 0x00000000 R9: 0x00000000 R10: 0x00000000
    R11: 0x00fdeb50 R12: 0xdeadbeef R13: 0x8876086c
    R14: 0x00000000 R15: 0xafef5e10

    Bytes at CS:EIP:
    00 00 5c 24 20 55 56 57 41 54 41 55 41 56 41 57

    Stack:
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    0x00fdf888: 00000043 00000000 0000004f 00000000 C.......O.......
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    Module 1
    C:\WINDOWS\SYSTEM32\xinput1_3.dll
    Image Base: 0x00400000 Image Size: 0x0001e000
    File Size: 107368 File Time: 2007-04-04_195422
    Version:
    Company: Microsoft Corporation
    Product: Microsoft® DirectX for Windows®
    FileDesc: Microsoft Common Controller API
    FileVer: 9.18.944.0
    ProdVer: 9.18.944.0

    Module 2
    C:\WINDOWS\WinSxS\amd64_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.9279_none_08e667efa83ba076\MSVCR90.dll
    Image Base: 0x77320000 Image Size: 0x000a3000
    File Size: 642200 File Time: 2017-03-18_215652
    Version:
    Company: Microsoft Corporation
    Product: Microsoft® Visual Studio® 2008
    FileDesc: Microsoft® C Runtime Library
    FileVer: 9.0.30729.9279
    ProdVer: 9.0.30729.9279


    == [end of error.log] ==
    Initialize engine version: 5.4.1f1 (649f48bbbf0f)
    GfxDevice: creating device client; threaded=1
    Direct3D:
    Version: Direct3D 9.0c [nvldumdx.dll 22.21.13.8253]
    Renderer: NVIDIA GeForce GTX 970
    Vendor: NVIDIA
    VRAM: 4059 MB (via DXGI)
    Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 NULL=1 RESZ=0 SlowINTZ=0 ATOC=1
    Begin MonoManager ReloadAssembly
    Platform assembly: C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\UnityEngine.dll (this message is harmless)
    Loading C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\UnityEngine.dll into Unity Child Domain
    Platform assembly: C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\Assembly-CSharp.dll (this message is harmless)
    Loading C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
    Platform assembly: C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
    Loading C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
    Platform assembly: C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\UnityEngine.UI.dll (this message is harmless)
    Loading C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
    Platform assembly: C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\UnityEngine.CloudBuild.dll (this message is harmless)
    Loading C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\UnityEngine.CloudBuild.dll into Unity Child Domain
    Platform assembly: C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\ProBuilderCore-Unity5.dll (this message is harmless)
    Loading C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\ProBuilderCore-Unity5.dll into Unity Child Domain
    Platform assembly: C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\ProBuilderMeshOps-Unity5.dll (this message is harmless)
    Loading C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\ProBuilderMeshOps-Unity5.dll into Unity Child Domain
    Platform assembly: C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\KDTree.dll (this message is harmless)
    Loading C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\KDTree.dll into Unity Child Domain
    Platform assembly: C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\pb_Stl.dll (this message is harmless)
    Loading C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\pb_Stl.dll into Unity Child Domain
    Platform assembly: C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\Triangle.dll (this message is harmless)
    Loading C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\Triangle.dll into Unity Child Domain
    Platform assembly: C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\Vectrosity.dll (this message is harmless)
    Loading C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\Vectrosity.dll into Unity Child Domain
    - Completed reload, in 0.039 seconds
    Platform assembly: C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\System.Core.dll (this message is harmless)
    Platform assembly: C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Managed\System.dll (this message is harmless)
    OnLevelWasLoaded was found on LineManager
    This message has been deprecated and will be removed in a later version of Unity.
    Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed

    (Filename: Line: 375)

    desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
    <RI> Initializing input.

    <RI> Input initialized.

    Crash!!!
    SymInit: Symbol-SearchPath: '.;C:\Users\Yusuf\Desktop;C:\Users\Yusuf\Desktop;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'Yusuf'
    OS-Version: 10.0.15063 () 0x300-0x1
    C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit.exe:Default Windows desktop 64-bit.exe (00007FF642690000), size: 22437888 (result: 0), SymType: '-exported-', PDB: 'C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit.exe', fileVersion: 5.4.1.40776
    C:\WINDOWS\SYSTEM32\ntdll.dll:ntdll.dll (00007FFDE4C50000), size: 1945600 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\ntdll.dll', fileVersion: 10.0.15063.447
    C:\WINDOWS\System32\KERNEL32.DLL:KERNEL32.DLL (00007FFDE21B0000), size: 712704 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\KERNEL32.DLL', fileVersion: 10.0.15063.296
    C:\WINDOWS\System32\KERNELBASE.dll:KERNELBASE.dll (00007FFDE1BC0000), size: 2396160 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\KERNELBASE.dll', fileVersion: 10.0.15063.483
    C:\WINDOWS\System32\GDI32.dll:GDI32.dll (00007FFDE35C0000), size: 159744 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\GDI32.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\System32\gdi32full.dll:gdi32full.dll (00007FFDE1E10000), size: 1605632 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\gdi32full.dll', fileVersion: 10.0.15063.413
    C:\WINDOWS\System32\msvcp_win.dll:msvcp_win.dll (00007FFDE1400000), size: 630784 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\msvcp_win.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\SYSTEM32\HID.DLL:HID.DLL (00007FFDDFB40000), size: 53248 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\HID.DLL', fileVersion: 10.0.15063.0
    C:\WINDOWS\System32\ucrtbase.dll:ucrtbase.dll (00007FFDE2000000), size: 1007616 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\ucrtbase.dll', fileVersion: 10.0.15063.413
    C:\WINDOWS\System32\msvcrt.dll:msvcrt.dll (00007FFDE2380000), size: 643072 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\msvcrt.dll', fileVersion: 7.0.15063.0
    C:\WINDOWS\System32\USER32.dll:USER32.dll (00007FFDE2570000), size: 1351680 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\USER32.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\System32\win32u.dll:win32u.dll (00007FFDE1BA0000), size: 122880 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\win32u.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\System32\ADVAPI32.dll:ADVAPI32.dll (00007FFDE2EA0000), size: 659456 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\ADVAPI32.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\System32\sechost.dll:sechost.dll (00007FFDE2320000), size: 364544 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\sechost.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\System32\RPCRT4.dll:RPCRT4.dll (00007FFDE2420000), size: 1200128 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\RPCRT4.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\System32\WS2_32.dll:WS2_32.dll (00007FFDE2A10000), size: 442368 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\WS2_32.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\System32\ole32.dll:eek:le32.dll (00007FFDE36C0000), size: 1331200 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\ole32.dll', fileVersion: 10.0.15063.483
    C:\WINDOWS\System32\combase.dll:combase.dll (00007FFDE2BA0000), size: 3117056 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\combase.dll', fileVersion: 10.0.15063.296
    C:\WINDOWS\System32\bcryptPrimitives.dll:bcryptPrimitives.dll (00007FFDE1340000), size: 434176 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\bcryptPrimitives.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\System32\SHLWAPI.dll:SHLWAPI.dll (00007FFDE3600000), size: 331776 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\SHLWAPI.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\SYSTEM32\VERSION.dll:VERSION.dll (00007FFDDB7A0000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\VERSION.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\System32\SHELL32.dll:SHELL32.dll (00007FFDE3810000), size: 21196800 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\SHELL32.dll', fileVersion: 10.0.15063.483
    C:\WINDOWS\System32\cfgmgr32.dll:cfgmgr32.dll (00007FFDE13B0000), size: 299008 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\cfgmgr32.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\System32\shcore.dll:shcore.dll (00007FFDE3510000), size: 696320 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\shcore.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\System32\windows.storage.dll:windows.storage.dll (00007FFDE14A0000), size: 7282688 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\windows.storage.dll', fileVersion: 10.0.15063.483
    C:\WINDOWS\System32\kernel.appcore.dll:kernel.appcore.dll (00007FFDE1110000), size: 69632 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\kernel.appcore.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\System32\powrprof.dll:powrprof.dll (00007FFDE10C0000), size: 311296 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\powrprof.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\System32\profapi.dll:profapi.dll (00007FFDE1150000), size: 86016 (result: 0), SymType: '-nosymbols-', PDB: 'C:\WINDOWS\System32\profapi.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\System32\OLEAUT32.dll:OLEAUT32.dll (00007FFDE2260000), size: 786432 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\OLEAUT32.dll', fileVersion: 10.0.15063.332
    C:\WINDOWS\System32\IMM32.dll:IMM32.dll (00007FFDE29E0000), size: 184320 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\IMM32.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\SYSTEM32\OPENGL32.dll:OPENGL32.dll (00007FFDBA620000), size: 1183744 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\OPENGL32.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\SYSTEM32\WINMM.dll:WINMM.dll (00007FFDDF250000), size: 143360 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\WINMM.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\SYSTEM32\DNSAPI.dll:DNSAPI.dll (00007FFDE0480000), size: 671744 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\DNSAPI.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\SYSTEM32\WINHTTP.dll:WINHTTP.dll (00007FFDD97E0000), size: 880640 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\WINHTTP.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL:IPHLPAPI.DLL (00007FFDE0440000), size: 225280 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL', fileVersion: 10.0.15063.0
    C:\WINDOWS\System32\NSI.dll:NSI.dll (00007FFDE2B90000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\NSI.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\SYSTEM32\GLU32.dll:GLU32.dll (00007FFDBA590000), size: 180224 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\GLU32.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\SYSTEM32\WINMMBASE.dll:WINMMBASE.dll (00007FFDDF220000), size: 176128 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\WINMMBASE.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\system32\uxtheme.dll:uxtheme.dll (00007FFDDF580000), size: 610304 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\uxtheme.dll', fileVersion: 10.0.15063.0
    C:\Program Files (x86)\RivaTuner Statistics Server\RTSSHooks64.dll:RTSSHooks64.dll (0000000180000000), size: 225280 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\RivaTuner Statistics Server\RTSSHooks64.dll'
    C:\WINDOWS\WinSxS\amd64_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.9279_none_08e667efa83ba076\MSVCR90.dll:MSVCR90.dll (0000000077320000), size: 667648 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\WinSxS\amd64_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.9279_none_08e667efa83ba076\MSVCR90.dll', fileVersion: 9.0.30729.9279
    C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Mono\mono.dll:mono.dll (00007FFD914A0000), size: 2994176 (result: 0), SymType: '-exported-', PDB: 'C:\Users\Yusuf\Desktop\Default Windows desktop 64-bit_Data\Mono\mono.dll', fileVersion: 1.0.0.1
    C:\WINDOWS\System32\PSAPI.DLL:pSAPI.DLL (00007FFDE35F0000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\PSAPI.DLL', fileVersion: 10.0.15063.0
    C:\WINDOWS\SYSTEM32\MSWSOCK.dll:MSWSOCK.dll (00007FFDE06A0000), size: 376832 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\MSWSOCK.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\System32\MSCTF.dll:MSCTF.dll (00007FFDE2860000), size: 1466368 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\MSCTF.dll', fileVersion: 10.0.15063.332
    C:\WINDOWS\system32\dwmapi.dll:dwmapi.dll (00007FFDDDED0000), size: 172032 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\dwmapi.dll', fileVersion: 10.0.15063.0
    C:\Program Files\ASUS\Bluetooth Software\btmmhook.dll:btmmhook.dll (00007FFDAD670000), size: 258048 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files\ASUS\Bluetooth Software\btmmhook.dll', fileVersion: 12.0.0.5000
    C:\WINDOWS\SYSTEM32\d3d9.dll:d3d9.dll (00007FFDAFDD0000), size: 1609728 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\d3d9.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_2d81f3535ced17c6\nvldumdx.dll:nvldumdx.dll (00007FFDDA250000), size: 913408 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_2d81f3535ced17c6\nvldumdx.dll', fileVersion: 22.21.13.8253
    C:\WINDOWS\System32\crypt32.dll:crypt32.dll (00007FFDE1170000), size: 1871872 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\crypt32.dll', fileVersion: 10.0.15063.296
    C:\WINDOWS\System32\MSASN1.dll:MSASN1.dll (00007FFDE1130000), size: 69632 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\MSASN1.dll', fileVersion: 10.0.15063.0
    C:\WINDOWS\System32\WINTRUST.DLL:WINTRUST.DLL (00007FFDE1FA0000), size: 352256 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\WINTRUST.DLL', fileVersion: 10.0.15063.0
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    ========== OUTPUTING STACK TRACE ==================

    0x00007FFDAFDDFD0C (d3d9) Direct3DCreate9Ex
    0x00007FFDAFE82E29 (d3d9) DebugSetMute
    0x00007FFDAFE8243C (d3d9) DebugSetMute
    0x00000001800195C0 (RTSSHooks64) UninstallRTSSHook
    0x00007FF642DE8372 (Default Windows desktop 64-bit) RectT<int>::GetRight
    0x00007FF6429A7EB2 (Default Windows desktop 64-bit) RectT<int>::Intersects
    0x00007FF6429D0720 (Default Windows desktop 64-bit) Object::GetInstanceID
    0x00007FF6429171CF (Default Windows desktop 64-bit) CallbackArray1<bool>::Invoke
    0x00007FF6429D693D (Default Windows desktop 64-bit) PlayerWinMain
    0x00007FF642E8C344 (Default Windows desktop 64-bit) RectT<int>::GetYMax
    0x00007FFDE21C2774 (KERNEL32) BaseThreadInitThunk

    ========== END OF STACKTRACE ===========

    **** Crash! ****
     
  22. Instability

    Instability

    Joined:
    Apr 16, 2012
    Posts:
    288
    Thank you for reporting! Should be fixed now. Download links in the previous post updated. Sorry about the crash - I think it was caused by using an outdated version of ProBuilder. Please let me know how things go with the updated build :)
     
    Last edited: Aug 9, 2017
  23. Instability

    Instability

    Joined:
    Apr 16, 2012
    Posts:
    288
    I would really appreciate some feedback on the last build. If anyone gets stuck, please let me know (you can refer to the puzzle number in the following image):

     
  24. overthere

    overthere

    Joined:
    Jun 28, 2013
    Posts:
    110
    @Instability
    Both me and my daughter have played through the new build. From playing previously I can see how you've smoothed out some of the interaction issues and as you'd expect I progressed through the puzzles easily, still loving the look
    My daughter hadn't seen the game before and could get through with no hold ups, she liked puzzle no 5 and said it wasn't clear if you were supposed to go under or over no 4. Hope that helps and looking forward to seeing more puzzles!
     
  25. Instability

    Instability

    Joined:
    Apr 16, 2012
    Posts:
    288
    Thank you overthere for playing SUPERCOIL over such a long period of time, and even showing the game to your daughter! I think if children experience physics topics through a game like this before learning it formally at school, they may be much more excited and eager to understand what's going on :)

    I made some pretty significant changes to the game! After lots of thought I decided to take the game into puzzle game rather than platformer direction. My friends and playtesters just "get" this concept, and it looks like SUPERCOIL's identity is clearly a puzzle game. I polished the UI too. I hope you like it.

    New build finished:

    Latest build (Windows) here!
    Below is my current lineup of levels. I would definitely appreciate some feedback: Which are the three you liked best, and three you liked worst? Did you find the instructions in the initial levels clear?

     
  26. QFSW

    QFSW

    Joined:
    Mar 24, 2015
    Posts:
    2,906
    Got a mac build? Would gladly try on my laptop
     
  27. Instability

    Instability

    Joined:
    Apr 16, 2012
    Posts:
    288
    Sure, happy to provide mac build here :)
     
  28. overthere

    overthere

    Joined:
    Jun 28, 2013
    Posts:
    110
    I think you've made a smart call on the move to a puzzler it does just click with the mechanic :)
    The tutorial flow was clear and a nice progression. I was slightly thrown as it was no longer direct control but obviously that won't apply to other people!
    My least favourite levels were the more timing dependent ones like 10,11 and 14
    I liked 8, 15 and 16 best.

    Well done for keeping the project moving forward.

    My daughters take was:

    Least favourite-4,11,13
    favourite- 6,8,16
    controls feel weird using mouse rather than keyboard
    first instructions aren't very clear (she had trouble working out where to click on first screen, clicked everywhere except plate)
    the ball feels like it moves to slowly
     
  29. Instability

    Instability

    Joined:
    Apr 16, 2012
    Posts:
    288
    Thank you for playing the game with your daugther overthere! This is super valuable feedback from two players. I agree with your sentiment that the timing based puzzles are bad, I think it is clearer if there are no timing based puzzles at all (at least early on) as not to confuse the player. However, 14 is not timing based, the solution is to make the bottom plate replling, but the top plate neutral. This way the ball rolls along the ceiling into the circle :)
     
  30. QFSW

    QFSW

    Joined:
    Mar 24, 2015
    Posts:
    2,906
    Agree mostly with what has been said. I'd rather it was purely keyboard controller however I see how that may be difficult with the new design
    Also, WASD didn't work so I had to use the track pad with my left hand which wasn't comfortable
     
  31. overthere

    overthere

    Joined:
    Jun 28, 2013
    Posts:
    110
    Not having timing based puzzles would also make the game more accessible.
     
  32. Instability

    Instability

    Joined:
    Apr 16, 2012
    Posts:
    288
    Thank you overthere and QFSW for the feedback and for sticking with this game for years! :)

    I have shown the new build to some of my friends and colleagues, and asked them the same question, which are the best 3 and worst 3 puzzles out of my 16 puzzle lineup? The answers are not very cohesive, patterns are hard to see, my sample size is too small. I was thinking that it would be great to reach out and ask this specific question (top 3, bottom 3) to perhaps 15-20 players in total. I am a scientist by training, so it's about time I approach this as one. Any idea which online forums or platforms are suitable for this? I prepared a short google docs online form (here) but not sure where to actually post it. Do you have any suggestions?
     
    overthere likes this.
  33. overthere

    overthere

    Joined:
    Jun 28, 2013
    Posts:
    110
    I'd suggest twitter, if you like I can retweet and ask my clubmates to do the same, a couple of them have 10-100k gamedev followers. I cannot promise that they would choose to retweet but could be worth the ask?