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dean_sick

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A member registered Nov 27, 2016 · View creator page →

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I’m not opposed to giving the player more flutter time, I’d like to make it a separate slider if at all though. As for climbing stamina, it just doesn’t show up if there’s no change. For the first half second of running on a new surface your stamina usage is paused. I’m somewhat conflicted about making it fully unlimited as that’s kind of above and beyond. It’s essentially infinite double-jumps?

Fine by me, though please be understanding that most of development is currently on the game (Puppy Truck: Prelude) and not this demo, though various features may get tied back in and made available to play here periodically.

ah, I can look into it, but I think that one may have to wait. this is a movement demo for the (mostly asset and setting unrelated) game we’re going to be releasing.

You mean that flipping it causes the dominoes to fall? Or that dominoes are the only thing that does it?

I’m not quite sure what you’re referring to here?

That particular track is a CC0 track by Zane Little that you can grab here: https://freemusicarchive.org/music/zane-little/another-bag-of-chips/backup-plan/

The full OST will get released at some point, that’s kind of up to Emily, our composer.

Much appreciated and noted. Most of development lately has been on what will eventually be the finished game, which is related to these demo levels, but are not specifically the same. I’ll put some time into the demo levels soon to ensure the physics interactions are all still fun again soon.

good catch! I introduced that and missed it (working on some new levels) and it should be fixed now on all platforms

and thank you for verifying them for me!

thank you! I think the bugs you’ve mentioned have been fixed in the new build, I’ve added a few more for good measure though

Appreciate the report! Was this a standalone build or web? The buttons are definitely supposed to be pushable with a high jump, but I’ll fix the pow things and the ground pound in the main menu!

why thank you!

so I’ve just tested this, do you mean the air scrabble rather than air roll? if so that is absolutely an intended mechanic

appreciate the reports! I hadn’t thought about that use for air roll but it does make sense! I’ll play around with it, but I’m honestly not mega concerned about either issue mentioned. Ceiling running works, but it’s often kind of uncomfortable to control which is why it’s been made difficult to initiate, as for long distance jumping? Given that it’s quite a bit slower than the alternatives I think it might be okay?

btw, I’ve fixed the gum issue and I think I have a fix incoming for the camera on low framerates.

Oh, thanks for that one! I was just wondering if the gum could stick to the player and this just confirmed it!

Reverse dash is definitely a feature rather than a bug!

The camera thing has been reported before and I’ll look into it further. Were you playing on windows or web?

ah yeah, I had noticed that and honestly feel about the same. Need to jot down some numbers and adjust the player camera to it.

oh that is quite good! thankfully the wheels themselves don’t actually exist in a gameplay sense but I’ll look into this!

(1 edit)

appreciate that one, I accidentally nudged a control point! edit: fixed build incoming

post your favorites

It should just be a matter of pressing a button on each controller, the game doesn’t support multiple keyboard players. You can also play though something like Parsec

I’ve wanted to come back to this game a lot. I don’t think it’s likely in the near future. I think once we’re done with puppy truck I’d very much like to come back to this, rebuild it with netplay and more than one character.

I’m mega glad it’s been a fun goofy time for you and your friends! I appreciate the comment, you made a dour dev smile.

I love this kind of update

damn, that’s pretty impressive! I think right when it released someone got near 1000

Just checking back in, did you manage to make a level? Did you get multiple controllers working?

It should add a player automatically when you press a button on the controller, I don’t know that there’s a way built in to do two on a keyboard though.

You gotta make your own!

The bots should be spawning in with the same stock count as you’ve set for the round, that’s odd. Playing with friends is definitely way better, the menu does pretty specifically call the bots out as being crappy! I’ve heard some very good reports of the game working well over Parsec if that’s an option for you. Feel free to share the game binary as well to entice your friends to play.

Adding the ability to spawn bots from the game menu was a terrible idea of mine! I’m sorry they’re instant KOing, must be spawning too high for some reason. Do they have the same problem if you start a match with them enabled?

Thanks for the kind words of encouragement! We’ve been pretty hard at work on it. Hopefully you’ll like it.

The filenames for the custom levels are “byo_level_fg.png” “byo_level_bg.png” make them the same size as one another and place them in the RebopBlasters_Data directory (should be in the same place as the executable).

The two images need to be the same dimensions, but can be quite large. “byo_level_fg.png” will be loaded such that anything with above zero opacity will be solid, destructible terrain. “byo_level_bg.png” will be placed behind and is a great place to put dumb memes.

I’m glad you enjoyed the game, just felt like a bit of a slap to wake up to. No hard feelings.

Asking if a game is abandoned is rather rude (especially if you didn’t actually pay the dev.) There is no upadate on the way, I provide bug fixes, the discord link is broken because we had an influx of spambots. Have a nice day.

I’ve thought about expanding this into a real lesson at some point, but I’m hampered by not actually being a subject matter expert! I’d add that all of these same properties are true of rotation matrices which are a lot less confusing to work with by hand.

Having only one light in your game is a design decision I can’t recommend enough.

I haven’t tested it in win7, but I think it’s a 64 bit binary. I’m sorry you’re having trouble playing, I’ll try to push a 32 bit binary for you to test.

Ah, so I think I see the problem. The sliders are for some reason being initialized to zero, including players. If you modify them even once all subsequent games should keep those settings. I’ll try to push out a release to fix the lack of defaults when I can. In the meantime I hope this helps!

huh. that is no good at all. I’ll take a look.