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It may be a given, but how much of the game will you be able to mod, or will modding be limited to additional dreams? I mainly ask because of the gray man, which can appear in multiple dreams. Will you be able to add an entity of a similar nature? I mean, there is that gray dog within the original game files...

Will you be able to add custom text or video dreams? Will custom dreams be able to have additional features present in the base dreams, like static links (in entities or the map itself, say, to other custom dreams or even base dreams), special or rare events (stretching, entities on certain day types, video segments etc.), disabling of entities like the gray man, or certain positions on the dream chart?

Most things should be possible, in theory. All of the content from the original game that is present in LSD: Revamped has been created using the modding tools - the 'Original Dreams' in-game are technically a mod that is built-in to the game.

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I was thinking that was the case, looking at the modding page on the website, but yeah, I had forgotten that. My bad.

this game made me freak out i love it

Can it run on windows XP

Genuinely not sure. Try it out and let me know!

not working,cuz this is need a new unity ver

this is such an amazing remake i hope you get all the recognition you deserve

I can't use a controller. I swear when I played this some months ago I did it with a controller but now it doesn't work.

After starting a dream (which does work with controller) using revamped scheme, the right analog moves the camera crazy fast. Dpad and left analog aren't doing anything. No buttons but pause are doing anything. Can't navigate menu or choose menu options with controller when in a dream either. Can only pause and unpause.

Changing to classic scheme, it's the same as revamped. Except now the right analog does nothing too.

Making a new control scheme shows that dpad/analog and buttons should be bound. But making a new scheme and using it (haven't tried changing from defaults because it shows controls are already bound to controller) acts the same as classic scheme, where nothing works but pausing and unpausing.

Menus and controls do work with keyboard (and mouse with revamped scheme) at all times. But I want to use a controller because keyboard just not feel right to me for this.

In case it's useful information, I'm playing through the itch.io client.

I'm on a Steam Deck, playing docked with an external controller. Because I'm using the itch client (which is Windows only) that does mean I'm using the Windows version of Revamped. I've found using the itch client to be the most convenient way to run itch games on a Steam Deck in general, especially because you always know when a game was updated.

Anyway, my controller is a Logitech F310, which is basically the same as an xbox controller as far as game input is concerned. The Steam Deck's built in controller itself behaves the same way as the Logitech. So it doesn't seem to have anything to do with a specific controller not working right, but controllers in general.

Like I said before, I swear when I played this some months ago I was using the Logitech. It feels so wrong to me trying to play this with mouse and keyboard that there's no way I was playing that way before. I don't understand why the controller wouldn't be working in dreams now when it was working months ago.

Does it work on the deck without using an external controller? This sort of thing is difficult to test due to not having the hardware, but I know we have had issues before when multiple controllers are connected.

Additionally, does that controller work when running the game not on a steam deck, i.e. on a different computer?

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I have only a Steam Deck so I wanted to test on someone else's pc before responding. The Logitech controller worked perfectly on their Windows 10 laptop. I wasn't running through the itch client there but I doubt that made a difference.

On the Deck, if I launch Revamped without the external controller attached, the Deck's built in controls are still behaving wrongly the same as the external controller does. It's like that regardless of whether the Deck is docked when Revamped is launched or whether the Deck is not connected to anything else.

Interesting, thank you for getting back to me and apologies for the issues you're facing. I don't have a Steam Deck myself so it's difficult to test, but I'm in contact with a few people that do have one so I can get them to test it. Thanks!

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I just figured something out. I haven't been using the Deck on the go lately so I'm always in desktop mode.

I tried switching to to game mode (it's a more game console like mode if you aren't familiar with Deck terminology) and running Revamped that way. And the Logitech controller worked. After switching back to desktop mode to double check, controller won't work again.

That is strange. All other games I've been running through the itch client have been controlling the same whether in game mode or desktop mode. It's odd that in Revamped controllers won't work properly in desktop mode when they do in game mode.

Unfortunately it's also pretty inconvenient, because game mode doesn't let you have a browser or Discord open in the background. Or anything else really. If you aren't using the Deck on the go then being forced to use game mode for something is a real drawback.

The only other time I've seen a difference in a game between desktop vs game mode is there's two games I have (Steam games, not itch ones) that for some reason won't launch in desktop mode even though they run fine in game mode.

Anyway, long story short: If someone's going to help test I can give some details that will help replicate everything. 

I'm running Revamped through the itch.io client in Desktop mode. I'm launching the itch client using Lutris (through a shortcut in Steam created by Lutris). I remember that the itch client wasn't running on Steam Deck until I started running it through Lutris. And of course controllers aren't working right in desktop mode, whether external or the Deck's own controls.

That should replicate everything.

One thing I noticed while testing in game mode is that the default Revamped control scheme doesn't let you change the sensitivity of looking around. Pressing the pencil icon to edit either of the two default control schemes does nothing, so there's no way to change it.

That can be gotten around by making a new control scheme set to fps and adjusting the analog look sensitivity there. But having to to make a new control scheme to do that is a bit silly.

no idea what the issue is, but i cant read any of the menus. the graphics are lower quality than anything i've ever seen before, to the point that i cant decipher individual letters, let alone full words. anyone know a fix? i just want to know the controls and settings options...

Are you able to provide a screenshot? I'm not familiar with any known issues like that.

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Is your game resolution really low?  I just played this and it was defaulted to 640x480.

Loading game settings...

Settings.json not found, creating default settings

Could not find screen resolution!

Saving game settings...

Applying game settings

set graphics to your display res and disable retro filter if you prefer. it refaults to 480p although i was able to still read text so idk

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Great job on remastering this game! I can tell how much effort you put into it. The option to have an increased FOV is also really appreciated. I didn't figure out that you could run by pressing space until a few minutes into the game. The game itself (not just this remaster) is pretty monotonous, and repetitive, but that's no fault of your own, since you're just simply remastering the game, not remaking it. The base game was never all that fun, but it is really interesting, and creepy. Going to each world and seeing how you progress each day is also pretty neat. 

Bless you for continued, if prolongued work on this project. As someone who adores LSD Dream Emulator, I can't wait for full release with Mod Tools! Still gonna continue playing in-dev though.

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Been looking at this for quite some time. This is amazing.

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Works with wine version 8.19 staging for all the linux users. A native linux version would definitely be nice, but I wouldn't consider it critical to implement right now.

The menu select sound effect is pretty loud, and I think the textures could look a bit sharper, like what you could get from upscaling resolution in an emulator. Overall though, super promising and I'm glad someone is working on this!

update: no way, theres a linux version now! that is so very epic and cool

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Uhh... aren't there a Linux version already? Downloading it right now, will edit this reply with results

UPD: Just noticed that Linux build was added as a part of 0.2.0, which was released later than the comment above, sorry

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a few minutes into playing i got my very first bluescreen. 6/10 the big foot was funny.

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I recorded a quick gameplay, good game!

you are so nice good

good ๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘

is there a way to solve the maze in the area with the big hole?

what do the collors mean?

and how do i know what wall gives what color

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there isn't really much as of the currently available version because even though it has a higher frame rate and allows for FPS controls it does not have as much to do as the PS1 original.

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Worth a try on l$d while playing this game?

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yes yes yes

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Hello all this looks super interesting! Is there any way for this game to be playable on a mac?

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*warning*

IF YOU SEE A PERSON CALLED 

basketo

DONT CLICK ON THEIR COMMENT THEY ARE A BOT POSTING INOPROPPRATE ADDS

THEY POST 1 EVERY 10 SECONDS

PLEASE REPOST IF YOU SEE THIS BOT

Great Game! heres some No Commentary Gameplay


is there a linux version available?

(+1)

you can use lutris to run it

(+1)(-4)

yes
step one : install dual system windows

(+7)

fuck studying my exams can wait

(+3)

no way this still exists and got revamped... bout to waste some hours

(+1)

linux version please!!!!

Just add to steam and run with proton for compatibility

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i really-really love this game.

i have owned this for maybe a year or 2 now, and so far i really do enjoy it. the music, the graphics, and just the feel of it are all peaceful and enjoyable. i found times where i leave the game on to enjoy the music, or just walk around really slowly, sinking in the visuals.

i do have one question though, are there any interactions as of right now in the game that were also in the original game ? if so, how do you trigger them ? if not, thats fine as well, just curious and willing to know if they will be added.

great stuff, figglewatts :)

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It would be great to have a Linux version too please

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linux version please

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Overall:

That was a very fascinating experience!

To be honest, I was once recommended a game with a concept similar to this one (walking game with art) but the art was just random stuff thrown around so, it really wasn't interesting to look at. When I read about the concept of your game, I was really worried that I might find something similar but hopefully, this experience was way more organized and coherent than the last one.

The visuals looked really interesting, and the controls felt really great so, it was a bliss to venture inside this awesome world! I know that you said in the description that this game is actually heavy inspired by an old PS1 game but still, props for this masterpiece!

Feedback (to go even further beyond!!!):

Hum. Nothing. I can't point out anything that should be enhanced. It's like... everything felt right, which is good lol. ๐Ÿ˜‚

Last word:

That was great. Nothing more to say. I really hope you guys keep making great stuff! Congrats!

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love it :):):)

๐Ÿ˜Š๐Ÿ‘
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Hey man, I love that the idea that someone is (hopefully still) working on a modernised version of LSD. The thing that captivates me about this simple exploration 'game' is the randomness and that your interactive choices matter, with that sometimes calming and sometimes manic soundtrack in the background. But I have some parts to critique after my first dream, stemming back to my first experience playing this edition many months ago:

1. Maybe upgrade it a bit more from the low resolution Minecraft look, I mean you obviously have decent renders in your photo selections. It's not going to take a 4090 to run, it's PSX ported to a PC, but it doesn't mean that everything needs to have such a tiny and aliased texture base - that's a significant reason why people want it updated. I just didn't see this with max options.

2. Please add mouse support, one of the things I was really hoping was to use my mouse to look around with WASD to control basic movement like pretty much all games set on foot. You have implemented a control customisation menu but at best it felt just as clunky as the original - especially the movement going up or down that tower.

3. It's nowhere near as dynamic as the original, there are no NPCs or major texture changes as the dreams progress. But I understand this is yet to be implemented. Overall it feels a little bland wandering around for a bit before jumping off a cliff or something (literally).

Please don't let this discourage you, maybe you're too busy to work on it or have considered it final, but there are a lot of us who would love to see the game in a modern sense. But it just doesn't feel any better than trying to use an emulator to play it like what I used to do, so it's not quite accurate to call it 'revamped' - especially when a lot of the original content is taken away from. Not worth the 278mb compressed download IMO.

It's unique and confusing

Bro LSD is terrifying man, half the time I didn`t know a square from green.

Starts at: 36:21

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oh darn. very disappointed nothing more came of this. oh well.

(+2)

ive been following this for like 6 months, and i didnt even know it was out till today lol

ok

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Sad to see this hasnt been updated in years. It's a fun little demo but with absolutely nothing happing in the game other than walking, You cant justify playing this over the  original.

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