Wells (itch) Mac OS

I released a new version just before writing this update. For those keeping track, I tend to do two updates a day about twelve hours apart. I have a new born on me in the wee-morning hours, so I have nothing but time to bug-hunt. That's another secret as to how I've managed to get this thing done - working during hours that I'm usually sleeping.

  1. Wells (itch) Mac Os Download
  2. Wells (itch) Mac Os 11

From 00:00 BST on 20 September to 00:00 BST on 4 October, 3-Fold games will be making a donation to Alzheimer’s Research UK for every product sold on Itch. Before I Forget. For every game sold £0.61 + VAT will be paid. to Alzheimer’s Research UK. The Garden radio play. For every game sold £0.15 + VAT will be paid. to Alzheimer’s. The current Mac operating system is macOS, originally named 'Mac OS X' until 2012 and then 'OS X' until 2016. Developed between 1997 and 2001 after Apple's purchase of NeXT, Mac OS X brought an entirely new architecture based on NeXTSTEP, a Unix system, that eliminated many of the technical challenges that the classic Mac OS faced. OK, I downloaded the file but there's nothing to click on that starts the gameplay.:(.


Nickle and Dime Fixes:

  • Self-destruct would sometimes leave the enemy image after firing. This is fixed now.
  • There were a few logic errors with doorways involving top/bottom floor rooms that have also been patched.
  • Dashing, jumping, weapon animations, etc. on the world map have also been disabled to make for a cleaner experience.
  • More adjustments to the HUD due to logic errors, and I believe this is finally in a state where I can put a pin in it and call it finished (famous last words, realized).
  • Exit Spell works as intended on enemies. I think this spell is finished.
  • Other minor adjustments, such as some enemy resistances fixed.


Bombs and Claws as Armor:

Two updates to weapons that I only now just confirmed. First, bombs do take enemy defense into account. I'm not sure why I didn't realize that, but luckily, that is a quick nerf to implement.

The larger update of the weapons was the claw. It took me a while to think through how to implement the status ailments of the individual claws, because the actually 'Claw' skill that fires runs a common event to calculate damage first, and then applies the damage algorithm. But, I couldn't figure out how to get that common event to add status effects depending on the claw equipped. You might be thinking, 'Why not just tie those status effects to the weapon for attacking?'

This is a good time to disclose how the main character's equipment works. According to the game engine, our hero uses no weapon. The equipment slots for Sword, Axe, Claw, and Bomb are actually armor pieces. I could implement four weapon slots. If I were to add status effects to the Claw, those status effects would also work with every attack. Also, damage would be added to everything based on the attack power of each equipped weapon. In other words, each 'weapon' in the game, when equipped, actually has no stats. So, my solution was to make every thing and then make custom requirement codes to check those armor slots for each the four main attack skills (Sword, Axe, Claw, and Bomb), and then use a common event to figure out what the power should be.

Common events are usually run at the end of a skill, so I used Yanfly's scripts to change that around so Common Events are run first for those skills. The common event puts the hero's attack value in a variable, then checks which 'armor' the character has equipped, and attacks the correct about of battle power to the variable. The rest is using the standard battle formula - (Atack x 4) - Defense.

However, status effects were proving to be headache inducing... until, they suddenly weren't. Using Yanfly's plugins again, the solution was to just add some JavaScript to the notetag area which checks what 'weapon' is equipped. Add these effects as base (since you'll at least have a Cat Claw), then check for Charm Claw and add those. If Dragon Claw, add everything. It ended up being a much, much easier solution, and caused me weeks of frustration for no darn reason. I think I got the code right in one try - something no one would expect.

Now, the actual field of effect of the Dragon Claw is a whole other sack of potatoes. That's worth a post for itself along with Mega Grenades.

Wells (itch) Mac OS


Wells (itch) Mac Os Download

Petrification:

Petrification isn't standard in RPG Maker MV, and admittedly, my solution for how it works in-game still isn't perfect. But, it does function as I intend. In earlier builds, this wasn't the case.

Petrification was like a permanent state of standing death in those early builds. You wouldn't be dead, but enemies wouldn't target you until there was no other target available, and then they would beat you to death. Same with enemies; you would inflict petrification on an enemy, and then you could rail on them. That's not proper.

Now, that's fixed. If the Petrification state is added to an enemy, they die instantly, which is how it worked in vanilla situations. If it is added to a player, however, they retain their HP but are still treated as a death. This is thanks to a plugin from HIME. The ONLY thing I cannot manage to get working correctly is the 'grayscale' that should be expected in a petrification.

I am using Walker Battlers from SumRndmDde. Even though the battlers are facing up, they're technically in Side-View Battler mode with the positioning variables adjusted. I have code in the state of Petrification that if a character is caught with petrification, it changes their sprite to a grayscale version. But there is a plug-in logic conflict with the way the Actors are set up, so I don't see petrification ever having a proper grayscale color. It is functioning fine, however, so I'm not terribly worried.


Credits:

Links to both Yanfly's, HIME's, and SumRndmDde's plugins, as wells as others, that are used are on the 'Credits' options of my title screen. Their work is outstanding, and this project really wouldn't be what it is without them.

A downloadable game for Windows and macOS

Mochi Madness is a 2-player PVP game where you play as skewer-wielding mochis competing to build a dango stick! Race to be the first to get three dangos amidst a flurry of desserts that can either aid or hinder you in your goal. Poke around and throw to your heart's delight in three unique stages, each with their own flavor!

  • POKE AND THROW: Use the SHIFT button (or X on controller) to poke almost everything on the stages (including your opponent!) to use it to your advantage.
  • HOME GOAL: Be the first to get three dangos onto your stick, but beware of the obstacles the stage presents!
  • LAUGH AND HAVE FUN: Spend a few minutes (or hours!) playing with friends and family with local multiplayer.

This game was made in collaboration between students from USC Games and Berklee College of Music as a semester-long project. All code, art assets and music are original, with the exception of InControl, QuickOutline and MK Glass Shader (all on Unity Store).

Controller support included!

---

CREDITS:
Game Designer and Lead Programmer: André Pascual
Game Designer and Lead Artist: Carys Gooi

Composer/Arranger: Xinyuan Sun
Composer/Arranger: Sung Jun Park
Composer/Arranger: Jun Matoba
Sound Design: Avik Chari

Usability Tester: Francesca Palamara
Usability Tester: Rachel Yu

StatusReleased
PlatformsWindows, macOS
Authorscrazycaryz, Francesca Palamara, Andre_the_Quiet
GenreAction, Sports
Made withUnity, Maya, Adobe Photoshop
TagsCute, Food, indie, Local multiplayer, Low-poly, mochi, Multiplayer, Unity
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Playstation controller
MultiplayerLocal multiplayer
Player countSingleplayer

Download

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Hey! So Ive tried to open it, and it says it couldnt find the unitycrashhandler. Im on Windows btw

hi! when I try opening the app, it says it can't be opened, i'm on mac :/ i'm not sure how to fix this problem, the game looks really cute and I wanna try it out!

What did it say exactly? im on mac and it works just fine

Wells (itch) Mac Os 11

It says 'The application 'MochiMadness_Mac' can't be opened.'

maybe its the version of your mac like for example: 'version 1.7.00' and the game can only run on different versions, you could also go to settings (System Preferences) and press security & privacy, at the bottom left theres a lock, click it and enter your info (ex: username: Kuromiku password: 123456) then go to 'allow apps downloaded from:' and click 'Anywhere' then click the lock again and enter your info again, that will save your changes and it might work. If it dosent retry a few times and check to make sure you saved changes.

Hi there! I was having a similar issue with running apps on my Mac. It's a Big Sur bug that is putting applications in quarantine. The instructions here fixed it for me: https://stackoverflow.com/questions/64842819/cant-run-app-because-of-permission-...

hello!!! hehe i enjoyed the game very much with my sister! there's just a few bugs we faced that i'd like to point out!

number one being no clear instructions on how to play ( what's the mountain n star candy for?), i have to admit that we had a lot of fun poking each other but we were quite lost to how the game actually works
another glitch is that bubble didn't work at all :( we threw it and it did nothing
there's some glitches for the ladders level where one player cant climb the ribbon/slide too, it was difficult because one of us had to finish the game when it happens since we don't know how to quit... hopefully you guys can make the quit button as esc!

otherwise the visuals and the music for this game is absolutely adorable and soothing! thank you so much for making this amazing game!

Hi! I played this game with a friend for a little bit. It's really cute and the concept is great, but there are a few glitches and some improvements to be made.

First, the glitches. On the mode with the ladders and slides (very cool idea btw), sometimes I was able to fall off of the stage and I'd be able to float around in the empty space.


The other glitch I found was while my friend stabbed me. I was still able to move around, floating away kind of.



Next, I have some suggestions to make the game better. When we played, we didn't exactly know what the goal was. We knew that the game is about stabbing each other, but we didn't know how to actually win. For example, we were thinking 'am I supposed to stab you three times to win?' or 'are we supposed to stab each other as many times as we can under a time limit?' This can be solved by adding a rules screen or something to explain how to win.

Also, we didn't know what the items were at first. We figured out that the jelly is used to speed up who ever is on it, but it would be nice to be told what it does beforehand. The two poles on the first game mode were also misleading to me. I thought I had to stick my friend to my pole, or throw her past the pole. Depending on what you guys decide on, there should be a score indicator for each player when we do something successfully so that we know that we did something right.

Lastly, while in the game, there was no way to leave the game mode to go to a different one. We had to close the game entirely to choose a different game mode.

Anyways, I hope this helps! I'll be looking forward to an improved version of the game! Good luck!

Hello! Thank you SO so much for your extremely comprehensive feedback, we appreciate all the time and effort you put into it! For the glitches: we are aware of the ladder and slides stage having that issue, but it's a little hard for us to pinpoint where the problem points are. Do you recall any specific section where that occurred (like exiting the ladder, etc)? The second glitch is very interesting because we've not seen that before! We'll do our best to find and fix the bug.
We appreciate your suggestions a lot too! There is a quick 'How to Play' screen that flashes before every stage as players enter the game, but we see how that can easily be missed. We'll try making it more obvious and/or understandable! For the items' abilities it's been interesting having a mix of people in playtests who either liked knowing what they did beforehand and figuring it out on their own as they played. As for the score indicator, we'll definitely take that into consideration!
There is actually a way to leave the game! There's a pause menu if P is pressed. We'd like to know if pressing P to do so would be intuitive to pause the game because we've been thinking of changing that to ESC or SPACE.
Again, we really appreciate your feedback!! We're glad you like it and we'll continue working on it to give you a better version!

You're welcome!! It feels nice to help out other game devs, and playing Mochi Madness was delightful :)

From what I remember, the ladder glitch would happen upon exiting. I wasn't able to just freely move off the ladder while i went up or down which is good!

Oh yea, you're right there was a 'how to play' screen, my bad ^^' I suppose I forgot about it.

I can see why people may or may not want to know about the item abilities. I guess that will be up for you guys to decide, depending on the 'tone' you want your game to have, if that makes sense.

Using P to pause the game isn't uncommon! But, more people are accustomed to using ESC or Space. In my opinion, ESC makes more sense, since that button is easier to navigate to for a lot of people.

You're absolutely welcome! I'll be looking forward to it!

Oh no! Please do give us more details: what doesn't work specifically?

I don't believe there is anything wrong with the game. it is just that my computer is a Mac OS and can't run files like .exe, .love, etc. without a lot of additional apps and downloads and stuff. the only thing that happens for me with this game is that a finder window opens and says the file can't be opened