Christ follower and indie game developer working on a first-person parkour game.
Glad you liked it. I think the latest version (out soon!) hopefully addresses all your concerns. You can remap buttons, the "pellet collecting system" is completely gone, and the level design is a bit more open. :)
Several people had this issue and resolved it by going into the "bin" folder and running the Lemma.exe inside it (not LemmaLauncher.exe). Sorry for the trouble.
Several people had this issue and resolved it by going into the "bin" folder and running the Lemma.exe inside it (not LemmaLauncher.exe).
I have no idea why it's happening, but at least there seems to be an easy fix. Sorry for the trouble.
Eventually. It will require a switch from XNA to MonoGame. I've already contributed some code to MonoGame to fill in some of the missing features that Lemma needs, but it's still a long way off.
Yeah, it sounds like your graphics card isn't supported. Unfortunately you need a Direct3D 10 graphics card to play Lemma at the moment. In the future I might consider supporting older graphics cards, but it would require a complete rewrite of the rendering system. Sorry. :/
Not yet. MonoGame still needs a bit of work. I'm focusing on releasing the Windows version first.
Wow man! Something really must have got effed up. Huh.
Hmm. I'll look into it. I'll also add a "reset to default" button. In the mean time, you should be able to go to C:\Users\<your username>\AppData\Local\Lemma\ and delete "settings.xml" to reset the settings.
Could you elaborate on why you can't change the controls? Does it crash, or just not allow you to edit the key bindings?
Go for it!
Sorry, it's not the most obvious control scheme. Mouse over the resolution and scroll with the scroll wheel. When you exit the pause menu it will change the resolution.
Just the two alpha releases. That's all I have done so far.
The engine is fully scriptable and I'll be releasing the source code and distributing a level editor.
So yes. :)
Ah, ok. Yeah I think that's due to the camera position, which was a few inches in front of the player's head. I just today moved the camera backward a bit, which seems to help some.
Thanks for playing! Did you play the first or second alpha? I'm not quite sure what you mean by "pointing out straight". At any rate, I am working on improving the player model and animations.
You make a good point, and I actually have been thinking about it a lot recently. My plan was to partner up with Child's Play, or perhaps offer several charities to choose from. But I never thought of it like you're saying, where it might be seen as a cheap marketing scheme. Why not just sell the game, pocket the profits, and donate privately?
At any rate, I don't think I've made too much noise about the charity aspect of the project. It wouldn't be too difficult to just quietly remove it. I'll have to think about it some more.
Really? It's working for me... hm
Is Desura for alpha releases too? I thought it was just for releasing the game when it's completely finished.
Thanks for the great feedback! I'm hoping to address all these issues in the next release.
That's weird... maybe reboot and try again?
Yes! I created a level editor that I used to build the alpha. It's a little too unpolished for me to release right now, but I will definitely release it eventually. Re: physics issues, those should be ironed out very soon. Thanks for your support!
Thanks man! I really appreciate it when people comment with their support. It's really encouraging.
But yeah, tell your friends about this. The only thing I need at this point is development time, publicity, and prayer if that's your thing. ;)
Thanks for the support! Tell your friends! :)
Graphics card is the biggest requirement. You'll need one that supports Shader Model 3.0. So a lot of laptops or computers with on-board graphics are not supported for now.
It's going, thanks for asking... currently tuning the physics to squeeze out some half-decent performance.
Thanks for the feedback. I'm not trying to insult parkour at all, although I might not have the animation skills necessary to do it justice. I did get a lot of feedback in November about people hating the front flip and how it's not parkour, so I axed it! I now have some different moves like wall-running. If you have any ideas of what you'd like to see in a parkour game, please let me know!
As far as the Minecraft accusations, the reason I went with a block engine like this is to allow the player to easily modify the environment by doing parkour moves. I'm still working out the details of how exactly that works. I do agree though, visually I need to find ways to distinguish this game from Minecraft.
No Mac version quite yet, although it should only take an hour or two to make one. Problem is, I'm poor and don't have access to a Mac. :D
Here ya go: Downloads.sourceforge.net
Yes, there will be an offline download, and a source release too. But it will always be available as a browser game as well.