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TIGSource ForumsCommunityDevLogsComputer Virus Simulator - Patreon is live!
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Author Topic: Computer Virus Simulator - Patreon is live!  (Read 57262 times)
darkhog
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« Reply #260 on: June 19, 2017, 01:57:37 AM »

Well, this is embarassing. I didn't want to do a face reveal under these circumstances.




Campaign link: http://fundrazr.com/newcomputer
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« Reply #261 on: June 19, 2017, 03:10:26 PM »

Donated. Best of luck dude!
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darkhog
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« Reply #262 on: June 20, 2017, 01:49:11 PM »

Thank you. I really want to continue making this game. I'm really grateful.
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« Reply #263 on: January 28, 2018, 11:42:49 AM »

So how are things progressing? I always enjoyed your posts over on the Unity forum in past years and enjoyed following your game. Been away from game dev scene for a while and just getting my toes back in a bit.

Have you secured funds for the new computer or are you still relying on this fundraiser?
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darkhog
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« Reply #264 on: April 19, 2018, 11:42:28 PM »

Here goes nothing. This is pretty much a hail mary for me, so if it doesn't work... I don't know what I'll do if it doesn't work.

https://www.indiegogo.com/projects/computer-virus-simulator-awesome-3d-platformer-computers/
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darkhog
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« Reply #265 on: April 30, 2018, 08:32:31 AM »

Remember, the campaign updates DAILY! That means there were already over 10 posts you have missed! Lots of CVS-related goodies inside! See them at https://www.indiegogo.com/projects/computer-virus-simulator-awesome-3d-platformer-computers/x/1781668#/updates/all
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darkhog
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« Reply #266 on: May 30, 2018, 09:47:19 AM »

The work on the game continues, thanks to one great person who decided to donate a computer that is capable of running Unity and with which I can continue the work on the game.

Currently I am working on improving loading times for the game's levels as the more complex the level gets, the longer it takes to spawn all necessary objects.
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darkhog
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« Reply #267 on: June 20, 2018, 07:51:50 AM »

I'm sorry.

No, I'm not stopping development of the game anytime soon, far from it (unless something bad happens again), but a thing had happened that made me do something that I really didn't want to do: Loading screens.

We all hate them and in my case I've tried to do everything in my power to avoid them, but unfortunately I've failed in that task. It's not just few seconds of mulling over it, the loading time of my current level takes about 1:30 minutes and that level isn't even half-way done! Unfortunately developing a loading screen is the only way of making player not think the game died at that point.

Because I want it to be good, so you won't have to stare at the loading bar, I'm developing a very simple minigame that will show up if loading starts getting too long. There will be no point to it, not even scoring, but you'd be able to blow shit up and listen to a cool tune while you want for the level to load.

Again, I'm sorry that I have to do this, I'd really prefer not to since I don't like loading screens either, but unfortunately I have to do that.
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« Reply #268 on: June 20, 2018, 10:13:53 AM »

No dream is too big, no man too small, you've got to stay on the road of hope

Good luck with the development !
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darkhog
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« Reply #269 on: June 28, 2018, 05:49:54 AM »

Thank you.

The loading screen is mostly done, but I still need to fix some stuff and spice the loading minigame up (the spawn rate of the objects you're to shoot isn't as good as I want and there are few unimplemented stuff). Then I'll have to integrate the screen into the gameplay scene (for now it only loads into the editor).

Glad I'm almost done with it, it was a drag (mostly because I had to redo object spawning code to be a subroutine where it wasn't one before and it involved doing few nasty hacks).

Next up, I'll probably work on integrating the mod.io (which is crossplatform alternative to Steam Workshop which will allow me to support much more stores than just Steam as I want the game to be easily moddable anywhere).
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darkhog
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« Reply #270 on: July 07, 2018, 07:36:34 AM »

Okay, the loading minigame is there, you can watch me playing it (badly) below.





Not much if looked at, but can occupy you while you are waiting for the level to load (and let you blow some steam if you killed yourself in a really stupid way and have to reload level because you didn't make a checkpoint with C)
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I cannot C well, so I stick with simpler languages.

There are no impossible things, there is only lack of skill.
darkhog
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« Reply #271 on: July 07, 2018, 08:02:49 AM »

Update: I've released Predemo #2.6 with several fixes and improvements (no more flickering shadows! Linux version!) compared to #2.5. If you are interested in Predemo #2.5 for historical reasons, you can check it out below as I've preserved the original post.

Downloads:
Windows: https://mega.nz/#!rMlhlKaL!1IZkg7TEijdIFDNRZptba2zC_CMQfh7onDppMSSCzBc
Linux: https://mega.nz/#!SE1hkAyJ!FYlH39Vdt0CtyxfvZ4Gao4RJMsr4Ej5Q-j4ht9dX3po

Survey (be sure to fill out after playing!): https://docs.google.com/forms/d/e/1FAIpQLSfr_dtYLMrfYDVZfZu8zLZZmsm2sHT6XQp6kWINsutFVsuHhw/viewform?usp=sf_link

Please support me on Patreon if you aren't already doing so: https://www.patreon.com/cvsgame

ORIGINAL POST:
Because of all the changes, I've decided to release Predemo #2.5

No new levels or anything, but lots of improvements (Datacolumns level feels better now, for example and controls are greatly improved compared to older buids). Also, loading minigame will play on Datacolumns level for few seconds (it only starts if the level takes too long to load, so it won't on level 4, puzzle acrobatics).

I don't need the feedback on the loading minigame, so I'll just link the survey for predemo #2 as it's still applicable: https://docs.google.com/forms/d/e/1FAIpQLSfr_dtYLMrfYDVZfZu8zLZZmsm2sHT6XQp6kWINsutFVsuHhw/viewform?usp=sf_link

You can download predemo 2.5 here: https://mega.nz/#!aQMgTQbI!H3ecALyoXIvhNC9ozeOJ4i7BuNLPKDUG1yNXvBm04ao

//edit: Because someone asked me to, here's a VirusTotal analysis: https://www.virustotal.com/#/file/a206db8f22ba0c26edfc869fdea2e26e23384bf52fc2d3b97277859f24f4a9f0/detection - as you can see the file is clean, the one detection comes from a non-major AV vendor and can be safely discarded, all major AV engines such as AVG, Kaspersky, ESET, Avast and so on see the file as clean. The detection by Baidu is a false positive.

Remember, it's just a game, no actual viruses inside.

Also remember to support the game on Patreon!  Grin Evil Cool Tongue Well, hello there! https://patreon.com/cvsgame
« Last Edit: March 21, 2019, 05:03:31 PM by darkhog » Logged


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I cannot C well, so I stick with simpler languages.

There are no impossible things, there is only lack of skill.
darkhog
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« Reply #272 on: July 31, 2018, 12:19:50 PM »

Still working on the mod.io integration. Have to figure out the best way to present the levels for the player to choose from and download levels. The UI will also be one where you can play levels that are already downloaded or local ones made with the level editor. Probably will have tabs, but still need to figure out how it would look like - have a rough idea, but I need to complete it before I'll do any actual work on it as I don't want to throw it midway because I didn't anticipate something obvious.
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darkhog
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« Reply #273 on: August 01, 2018, 07:09:38 AM »

Started working on laying out the level sharing UI. The gold/yellow panel is for the user to choose the tab (they'd be as follows: "Downloadable levels", "Downloaded levels" and "Local levels" - the room will also be a place where you can play levels that you have downloaded and upload/play levels that you've made in the level editor). The green panel is where list of levels will be presented and the blue one things like description and so on will be shown.



What do you think?
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darkhog
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« Reply #274 on: August 04, 2018, 12:58:05 PM »

For the past few weeks I was barely able to get any work done due to all the heat. Fortunately it seems to be getting better now, so I hope to be able start actually working on the mod.io integration in the coming days. Can't think when the temperature is like 30C, lol.

Today, I've (finally) upgraded the project to Unity 2018.2. There were no major breakages and for now everything seems to work fine. Tomorrow I'll either work on the mod.io integration or the next level, depending on how hot it will be. Hopefully it'll be cool enough so I can actually think about coding.

For Mr. J - if you accidentally played wrong version, click here
« Last Edit: November 09, 2018, 07:55:03 AM by darkhog » Logged


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« Reply #275 on: September 18, 2018, 10:27:05 AM »

Patreon of the game is live! Please take a while to watch the video and donate today!





https://www.patreon.com/CVSGame
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darkhog
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« Reply #276 on: October 10, 2018, 11:41:15 AM »

Still hard at work regarding the game. I am currently thinking how can I implement moving platforms into the game. Can't really do parent thing, as when I parent character to the moving platform object I get some weird bugs (one of the reasons the game is lacking in moving platforms as of now), but have few ideas that I will soon be testing.

If you want to motivate me to work faster, please contribute to my Patreon campaign at https://patreon.com/cvsgame
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I cannot C well, so I stick with simpler languages.

There are no impossible things, there is only lack of skill.
darkhog
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« Reply #277 on: October 27, 2018, 03:20:53 AM »

Work continues on the next level of the game - main gameplay area is not an empty, gray plane anymore.



Please remember to donate to my Patreon campaign if you haven't done so already. I need your help to get this game done. Even 1 dollar/month is great. You do have a dollar, don't you?
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darkhog
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« Reply #278 on: October 28, 2018, 11:18:12 AM »

To anyone who said they've liked the concept of this little gem of a game in the past, now it's a time to prove it by donating it to my patreon at https://patreon.com/cvsgame - every amount of money helps, even 1 US dollar (which is, by the way, less than price of a coffee in the USA). So please go and donate, it really doesn't cost you much and it will help me a lot.
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I cannot C well, so I stick with simpler languages.

There are no impossible things, there is only lack of skill.
darkhog
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« Reply #279 on: November 03, 2018, 09:15:03 AM »

For the past weeks I've tried updating my game to Unity's Lightweight rendering pipeline (LWRP). What a waste of time it was. All I've achieved was a slight visual improvement, with a huge performance downgrade (scenes that were 60fps capped, much more uncapped, were running at 2-3 fps).

Today spent the better part of my day rolling it back (I had a backup of the project, but on pendrive I had to fish out of my sock drawer, then the time for actual data transfer).

Tomorrow I'll try to rework loading a bit so it would be as fast as possible for your machine (as for now, it's capped to what my machine is capable of and for other machines it may be unreasonably slow so I need to make it so it figure out appropriate loading speed that won't make the game freeze but still will be as fast as possible).

Fun!
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I cannot C well, so I stick with simpler languages.

There are no impossible things, there is only lack of skill.
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