This is so cool haha By the way, you can fix the crash on firefox by ticking "Use SharedArrayBuffers" when you upload to itch. It's also fixed in Godot 4.3 so you don't need to do this.
Thanks, and I will check it out! Glad it won't be an issue on Godot as well.
Although I think my testing might have been inaccurate because I was able to sometimes open the game without issues. It's LibreWolf, which I believe has WebGL disabled by default, that consistently causes issues.
Still, Scratch games tend to have an issue of running at only 22fps instead of the typical 30fps for some odd reason on Firefox browsers. I've looked into the issue many times and came up empty handed.
i totally misread this as already being ported to godot haha now it makes sense :derp: this is absurdly impressive, quests, inventory, all that jazz, even if it's clunky. Good luck on your next attempts!
Controls are very confusing to me but i also didn’t have a lot of playtime, maybe if it had controller support i would play more
besides that, good game it’s impressive how much you did with scratch.
Understandable, yeah. I went with a pretty unorthodox control scheme in order to keep the mobility style of MH consistent in the translation from 3D and 2D while also not having the mobility restrictions of WASD motion.
Controller support is possible via TurboWarp plugins. It and mobile support (if mobile can even sustain the inefficiency of Scratch games) are options I'd like to have for players in the future.
And yeah, thanks for the positive feedback! There is a solid bit of content in this game I'd say; a lot of the endgame content has been a real struggle for players and would take a lot of practice to beat. In the words of one beta tester, "the second monster is as hard as Fatalis". I keep a running track of my beta testing friends, and only one of them has beaten EX: Maretus or Ultimate Arena.
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Bruh I'm working on a game like this.
Ha! Guess we've both got the same goal, then!
This is so cool haha
By the way, you can fix the crash on firefox by ticking "Use SharedArrayBuffers" when you upload to itch. It's also fixed in Godot 4.3 so you don't need to do this.
https://itch.io/t/2025776/experimental-sharedarraybuffer-support
Thanks, and I will check it out! Glad it won't be an issue on Godot as well.
Although I think my testing might have been inaccurate because I was able to sometimes open the game without issues. It's LibreWolf, which I believe has WebGL disabled by default, that consistently causes issues.
Still, Scratch games tend to have an issue of running at only 22fps instead of the typical 30fps for some odd reason on Firefox browsers. I've looked into the issue many times and came up empty handed.
i totally misread this as already being ported to godot haha
now it makes sense :derp: this is absurdly impressive, quests, inventory, all that jazz, even if it's clunky.
Good luck on your next attempts!
Controls are very confusing to me but i also didn’t have a lot of playtime, maybe if it had controller support i would play more besides that, good game it’s impressive how much you did with scratch.
Understandable, yeah. I went with a pretty unorthodox control scheme in order to keep the mobility style of MH consistent in the translation from 3D and 2D while also not having the mobility restrictions of WASD motion.
Controller support is possible via TurboWarp plugins. It and mobile support (if mobile can even sustain the inefficiency of Scratch games) are options I'd like to have for players in the future.
And yeah, thanks for the positive feedback! There is a solid bit of content in this game I'd say; a lot of the endgame content has been a real struggle for players and would take a lot of practice to beat. In the words of one beta tester, "the second monster is as hard as Fatalis". I keep a running track of my beta testing friends, and only one of them has beaten EX: Maretus or Ultimate Arena.
Bird got hands
Lol. Teronia do not deserve to exist... yet they still do...