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dean_sick

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

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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!

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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.

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https://dean-sick.itch.io/cosmic-rochambo

https://dean-sick.itch.io/rebop-blasters

Glad you also found the fun in it! I’ve actually been playing with it the last few days and I think I’ve got a few ideas. I’ll be sure to update here when i do.

Thanks for checking it out, I’m really glad you enjoyed it! Glad we paced it out like we did :)

What thoughtful and kind feedback! I’m really glad you enjoyed your time with it! I’m especially glad the audio made you laugh

I think a lot of the less-good things you point out are things we came to realize in the making: bugs were a late addition and didn’t get nearly as much design time (my fault specifically) and that in the end-game there’s some diminishing value to a lot of early-game activities/being on the ground at all. I think we might expand on things in the future, but it’s edifying to get this feedback.

I need to take a run through a bunch of the other 7dfps games, yours in particular looks rad as hell!

Thank you so much! I’m glad you enjoyed your bit of time with the game. The vine does indeed get quite big! Climbing the vine is actually a lot of the latter half of the game. The purpose of the fruit is as currency to buy upgrades for the watering cannon. I think there’s some better onboarding we could have done to make it clear that we’re keeping track (we don’t actually show you how much you’ve juiced until you nab the first special fruit) and that you’re collecting things toward some goal.

I’ll be sure to check out your stream, and thank you again for playing our game!

Thank you! Fairly certain it’s 64bit, let me know if you run into any compatibility issues though.

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https://dean-sick.itch.io/cosmic-rochambo

https://dean-sick.itch.io/rebop-blasters