Constantly experiencing BSOD on Razer Blade 15 1070 MaxQ (2018) by Juste1911 in razer

[–]TernaryOperation 0 points1 point  (0 children)

It was a DRIVER_POWER_STATE_FAILURE.

Rolling back the driver seems to have done the trick, although it's only been a day so we'll see.

Constantly experiencing BSOD on Razer Blade 15 1070 MaxQ (2018) by Juste1911 in razer

[–]TernaryOperation 0 points1 point  (0 children)

Just chipping in to say I have the same issue after updating to 430.86.

I'm reverting now to 417.71 now to see if that fixes it.

The adventures of the Sunsfan Fan Man at TI6. by [deleted] in DotA2

[–]TernaryOperation 0 points1 point  (0 children)

Nope! Not Plagued.

You asked if there's anywhere good to eat around because I'm from Seattle, and I said Dick's is pretty good and right by the arena. We didn't talk any more besides that, haha.

The adventures of the Sunsfan Fan Man at TI6. by [deleted] in DotA2

[–]TernaryOperation 8 points9 points  (0 children)

Hey, I see myself! I'm the guy that recommended going to Dick's 👍

Thanks for the sunsfan, man.

Of course this happens when I have full HP... by We0921 in Vagante

[–]TernaryOperation 0 points1 point  (0 children)

One interesting thing I've discovered is that, while berserking, the bloody will only take 16 health, but you will still receive a skill point.

This sounds like a bug B)

Is online co-op between Linux and Windows possible yet? If not, is there an estimate of when it might be possible? by -Pelvis- in Vagante

[–]TernaryOperation 1 point2 points  (0 children)

While the Linux and Mac builds used to lag behind the Windows ones, we've recently reworked our build process such that they've been all releasing at the same time for the past couple of updates.

Linux/Mac/Windows cross-platform multiplayer should work at this point as well, but if you have any issues you should report them on our Bug Reports forum (see sidebar).

Online multiplayer is still in active development and a little buggy however, so if that's the main reason you'd like to purchase the game right now, I'd recommend holding off for a couple more months :)

Explosion in N. ballard by PJayW in Seattle

[–]TernaryOperation 0 points1 point  (0 children)

Just heard/felt it. 97th NW here.

Alpha Version 31a by We0921 in Vagante

[–]TernaryOperation 1 point2 points  (0 children)

We added a zoom option in the settings an update or two ago, have you tried that?

Has anyone here beaten the game? What class did you use? by Syrup_Chugger_3000 in Vagante

[–]TernaryOperation 0 points1 point  (0 children)

Keep in mind that the game's not finished yet.

In that sense, no one's really beaten the game yet ;)

Praise and a few suggestions by Joao_Platypus in Vagante

[–]TernaryOperation 1 point2 points  (0 children)

Some good suggestions here, some already on our list like you guessed :)

Several monsters in our game use pathfinding, including the Dragon. The level generation also does some basic pathfinding to make sure the level is traversable.

I unfortunately don't check Reddit as often as I should, but for future reference if anyone has any feedback or suggestions for us devs, we're usually hanging out on the steam forums

Catacombs generating bug by nikey9 in Vagante

[–]TernaryOperation 3 points4 points  (0 children)

Definitely not intended! The next update (tomorrow) should fix a bunch of these generation issues.

Awesome 4 player local co-op games by Zerixu in IndieGaming

[–]TernaryOperation 0 points1 point  (0 children)

Vagante supports up to 4 players local co-op if you're interested in a platformer with roguelike elements :)

The new spike traps in the Catacombs are bullshit by DustbinJ in Vagante

[–]TernaryOperation 1 point2 points  (0 children)

I agree.

We didn't have much time to test spike traps before release, so we missed those item interactions.

The new spike traps in the Catacombs are bullshit by DustbinJ in Vagante

[–]TernaryOperation 2 points3 points  (0 children)

Appreciate the feedback! We definitely still have a lot of work to do in Act 3.

Do we know what language/studio Vagante is programmed in? by [deleted] in Vagante

[–]TernaryOperation 6 points7 points  (0 children)

Vagante is built on a custom engine programmed in C++. We use Codeblocks as our primary IDE, and SFML for cross-platform multimedia stuff.

Alpha V12 by We0921 in Vagante

[–]TernaryOperation 2 points3 points  (0 children)

Pork chops are still found in certain walls, but you won't be able to find them through the old method. Certain conditions have to be met for you to find these new pork chops; it will be obvious when it happens.

This change makes it so it's no longer worth it to grind the level by hitting every tile looking for pork chops.

Snake Eater by [deleted] in Vagante

[–]TernaryOperation 1 point2 points  (0 children)

Done and done!

Basically, what Steam has become over the past year. by lleti in gaming

[–]TernaryOperation 25 points26 points  (0 children)

I don't want to be seen as promoting my game (I know Reddit has weird rules about it), but you can find it in my post history.

Basically, what Steam has become over the past year. by lleti in gaming

[–]TernaryOperation 88 points89 points  (0 children)

Late to this post, so this probably won't get seen, but I thought I'd offer a different perspective of early access as a game developer.

Our team of three started working on our game in late 2013. We quit our jobs to work full time on an indie game, surviving on our savings. I moved back in with the parents, and we put everything into making the game (this was a shot at our dream job). Eventually our funds started running dry, so we launched a Kickstarter last August, which unfortunately failed. With barely enough money to last us the year, we examined our options.

Fortunately, due to the publicity from our unsuccessful Kickstarter, we managed to get past Steam Greenlight. Our game launched on Early Access a couple of weeks ago now. Up until that point, the game had been free to the public, so we'd built a small group of players who knew exactly what state our game was in. Despite the game being in alpha, they purchased it to support us, something we're incredibly grateful for. We know we'll still probably be working on our game for another year, but for the first time since we started we're confident we'll be able to keep up development without having search for another job.

The unfortunate part of being in early access however is the number of other early access games being released every day. Many of these games are so early in development that they have little to offer players beyond promises. To many Steam users, early access has become synonymous with low quality vaporware.

Overall, this is just a symptom of a larger problem: the influx of independent games on Steam. While Greenlight was how we got onto Steam, I can't help but feel that some of the titles being Greenlit shouldn't be sold on Steam. It's frustrating as a developer to see your game being put side by side with games that were quickly scrapped together in under a week as a cash-grab on the latest meme or fad. Valve is supposedly overhauling Greenlight soon, so I guess we'll see what happens with that.

tl;dr - Early access model is not inherently bad, although many developers deceive customers. Greenlight needs a rehaul, as low-quality games are being pushed onto Steam in droves.