Earlier quoted context omitted.
i found the little yellow thing in that room and i was expecting it to enable the elevator but no luck.. what am i missing?
behind the "restricted door" you will find another door that leads to the cockpit
Equinox.space
181–190 of 464 posts
Re: Equinox.space
#182Earlier quoted context omitted.
Some people are more comfortable with mouse inversion, that is also my case; I read years ago somewhere that it is subjective and depends on how we "see" the scene in our brain, like 1st person or projected 3rd person (or something similar, don't take my words to the letter) anyway the number of people that would find games without mouse inversion next to unplayable is very high, therefore adding the option makes sen…
i always thought it was people of a certain age who required inversion (i include myself here) because the first 3d games were flight sims, so pulling back on stick/down goes up etc.
Re: Equinox.space
#183Author here. Happy to answer any questions! Some background info on the project: https://littleworkshop.fr/projects/equinox/
Re: Equinox.space
#184Earlier quoted context omitted.
I played 3D games back in the days of Quake and Duke Nukem 3D and have never had a "move mouse down and view goes up" Joystick sure, but the last joystick I had was a 15 pin DIN
Here's the `invert mouse` setting from Quake2[1], though, I know for certain that Duke3D and Doom had the same option. I feel like every FPS I've ever played has had it as an option. Now, to be judgemental, anyone who enables the invert option is an obvious psychopath. Although, to be fair, everyone thinks I'm a psychopath for using Mouse2 for Forward. [1] http://www.quake2.com/kko/menu/options.jpg
Re: Equinox.space
#185very cool! it delayed me getting out of bed for 15 minutes. worked great on android phone. great atmosphere music graphics and sense of humour. is 3js the only technology you all used to make this?
Thanks for the feedback! We used the Three.js WebGL library and a custom-built game engine for the various interactions, pathfinding and game logic. We modeled the scenes in Blender and SideFX Houdini, and also baked lightmaps with Blender.
Re: Equinox.space
#186Author here. Happy to answer any questions! Some background info on the project: https://littleworkshop.fr/projects/equinox/
Played on Chrome on my Android phone in portrait mode, and the whole game I felt it was too zoomed in. I was suspicious of that AI the whole time. Like, did it get sent into this asteroid field on purpose to destroy it because it was a threat? Were there other unconscious passengers locked in those rooms and if I died following some risky instruction would it simply wake the next one up? How could it practically see…
Re: Equinox.space
#187Earlier quoted context omitted.
Lots of great projects. How can I experience TRACK in VR? I opened the site in my Quest 3 browser but it says webvr not supported.
About TRACK, sorry, the experience was released in 2018 and we need to update it so that it works with the WebXR API.
Re: Equinox.space
#188Author here. Happy to answer any questions! Some background info on the project: https://littleworkshop.fr/projects/equinox/
Re: Equinox.space
#189Author here. Happy to answer any questions! Some background info on the project: https://littleworkshop.fr/projects/equinox/
Tried the speed setting down to 10, barely made a difference.
Not sure if other FF users are experiencing the same thing?
edit:
Just finished it... Good game! I hope you expand it, because you've definitely got something fun here.
Re: Equinox.space
#190Earlier quoted context omitted.
Here's the `invert mouse` setting from Quake2[1], though, I know for certain that Duke3D and Doom had the same option. I feel like every FPS I've ever played has had it as an option. Now, to be judgemental, anyone who enables the invert option is an obvious psychopath. Although, to be fair, everyone thinks I'm a psychopath for using Mouse2 for Forward. [1] http://www.quake2.com/kko/menu/options.jpg
Doom didn't, since it didn't support looking up and down.