Omnipresent
A downloadable game for Windows, macOS, and Android
Blurb
The Oui-folk are in trouble! They are a strange race of people, who absolutely always agree with each other on what to do. If one takes a step, they all do! And for years, they never, EVER disagreed. It's as if they're all the same person!
But one morning, they woke up, split into twos, threes, and fours. The only way they can return home is to activate all the teleporters at the same time. Separated and confused, they rely on their one strength: their ability to agree! But there's all sorts obstacles, and it's going to take some internal debate to get them all in the right place.
Are you up for the challenge? Can you get the Oui-folk home?
Notes on the Unity Remake
This is the version with the level editor! Though the editor is fairly functional (you can make levels, save/load, etc.), I'd suggest you go check this devlog entry for a bit more info on it.
Jam Version Controls
- Arrow Keys: Move around
- S Key: Restart (The game reminds you of this when it's important)
- Escape: Pause (You can reconfigure controls here! But please don't change the resolution...)
- Gamepads probably work, but they haven't been tested!
Jam Version Development Notes
In case it isn't obvious, this is meant to be a direct reference to old GB games. Wherever possible, I've kept to the 8-bit aesthetic. Unfortunately, the game engine's default pause menu and text are not this way, and I didn't have time to make my own fonts.
Speaking of the game's engine, this was made using the Anura engine, an open-source engine originally built to for Frogatto. This was the first game engine I learned, so I jumped at the chance to work with it again.
This was partly inspired by things like Oxyd's meditation levels and Rocks'n'Diamond's balloon mechanic.
Originally, the screen didn't go blank between level transitions. However, the way the engine handles music transitions, it would start fading out the previous level's song and then suddenly blare in the new level's song on top of the old one. It sounded kind of gross, so I have it play a silent track when blanks the screen. It starts to fade the old track, and then cuts it entirely the moment the second one starts.
This game has been created for the Extra Credits Holiday 2018 Game Jam.
If you're curious, you may view the Github repo.
Jam Version Credits (Other than myself)
- Made using the Anura engine. (Here's a list of Frogatto developers, and a list of recent Anura contributors is on Github.)
- Additionally, I was allowed to use the Weregild project as a template. It's a very bare-bones project but it's been brought up to date to work with the latest version of the engine, something I can't say for any of my old projects. Small bits of code from this project remain in tact (e.g. movement), but it's been adapted for this project.
- Tileset based on Miroko's tiles (with many edits to make them work better with Anura)
- Music by Eric Skiff - Resistor Anthems. Songs used are:
- Come and Find Me
- Come and Find Me - B mix
- Arpanauts
- Underclocked (underunderclocked mix)
- Tools used:
Download
Development log
- (Finally) Getting the Level Editor Out ThereAug 05, 2020
Comments
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Downloaded and tried to run but after launching omnipresent.exe I got an error that "MSVCP140.dll" was not found. I didn't see a file by this name in the folder. Any suggestions.
That's odd! What version of Windows are you on? I've tested it on 64bit Windows 7 and 10. I haven't tested 8, nor have I tested a 32bit system.
In the meantime, I'll pass it along to the engine devs and see what they say.
Okay, according to this, it looks like this might have the fix. https://answers.microsoft.com/en-us/windows/forum/windows_10-performance/msvcp140dll-is-missing-in-my-win-10/1c65d6b0-68b8-4b59-b720-3e6a33038389
Please let me know if this helps! If it does, I'll update the installation instructions.