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czlowiekimadlo

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A member registered Feb 08, 2015 · View creator page →

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I have finally found the source of the issue - a feature of the Godot Engine worked unreliably. I have released a fix version 0.6.1.

Thanks! In the meantime I have prepared a map full of helis, which I used on SD and managed to sometimes reproduce the issue as a player. With AI I can reproduce it more easily. I will try using the same method on my desktop and see if it happens there.

I have some crude fix for misalignment of AI units, but player ones need more work.

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Had a bit of time for these fixes. The heli drop side bug was very easy. The mis-alignment not so much (as expected). I think it happened for me once, but I’m not sure, as the next AI move destroyed the unit. I have a hunch it is somehow connected to the available processing power. Are you using some lower-end PC by any chance? I develop it on i9-9900k coupled with RTX 3080, so I have more than enough. I think I should do some tests on Steam Deck, maybe this will reveal something.

Thanks for the feedback, it’s greatly appreciated! And sorry for the issues experienced.

Unit misalignment being connected to max movement is at least a lead. Did it happen to you on any unit other than a helicopter? Did it happen to your unit, or AI? Or both?

As for the other bug, I have not noticed that before. It would be nice to get exact steps to reproduce, although I’ll try fixing with what I already have.

While technically it is possible, it’s not practical. 3D performance in Godot is still poor, so it’s just easier to not create official Android version than to deal with people complaining that it does not work on anything other than most powerful flagship phones. Also game controls are optimised for gamepad and mouse, touchscreen is not really supported.

This is already in the game :)

I think this build should already work on 32 bit android? I’m not sure. There is no explicit export for that in Godot 2, and all of that is long abandoned.

Sorry to hear that! The best I can advise is to try the 0.4.0 version. What kind of GPU is it?

This limit should have been increased in version 0.7.1, but maybe it’s still not enough? Anyway, this game is long abandoned, so I don’t think I’ll be going back to change that. I do have a plan to re-make this campaign as an add-on for ToF 2, I’ll probably balance it there.

The game isn’t very well explained, that’s true. I think the first mission should mention how this works, but I’m not sure. Anyway, unit will counterattack once, if it has any AP remaining, and survives the initial attack on it. This means that, for example, infantry can’t counterattack tanks, as it will always die from the attack. Tanks can’t attack (and counterattack) helis at all. Performing a counterattack will drain the remaining AP, so it can only happen once. Hope that helps!

I’m afraid not. It’s not about optimisation - different renderers require completely different settings. It would be almost like developing two different games.

I have re-enabled the download for version 0.4.0, it contains all of the single player content, uses previous version of the engine and maybe will work, but no guarantees.

Sorry for taking some time to test this. I have tried running the game as-is in compatibility mode, but it crashes when trying to start a match, only menu works. Fully rebuilding the game in compatibility mode prevents the crash, but the graphics are broken, it would require a lot of changes to make it work as expected.

This restriction has not been made by me - it comes from Godot Engine this game is built upon. I could try exporting the game in compatibility mode, maybe that would work.

This game is in 3D and using Vulkan renderer, so it requires a GPU that is quite modern (although does not have to be too powerful)

Sorry to hear that. What kind of video card do you have?

Thank you very much!

Pretty neat! Chromatic aberration on that CRT filter is a bit too much.

W międzyczasie możesz użyć binarki silnika dla Linuxa i pliku .pck z windowsowej wersji, powinno śmigać.