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Dumenglume

12
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A member registered Mar 01, 2017 · View creator page →

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Would love to see a Steam release of this as well!

Ha, gotcha. Yeah the project is pretty old, and would need to do some research to see how I could prevent having to guess. Happy to add it in though if I can figure it out.

Thanks for playing btw! Hope you had fun :)

Hey! Thanks for the feedback. By preventing 50/50s do you mean preventing needing to guess?

Seems like references to references don't work well in the built-in plugins either sadly :\

First, thank you for making this. It simplifies the process a lot.

Just want to throw it out there that I'm experiencing the same issue with the method juicelink uses as well.

Referencing globals resolves it as you suggested, though this does end up creating a lot of extra global variables when trying to make a UI with numbers that change (displaying dynamic stats for example)

Being able to pass in variables, or even better, being able to set the Tile X and Tile Y to variables, would make this plugin even more useful.

This is one of the only games I've seen that actually looks educational while also being fun. Outstanding work!

Thanks for looking into this further and sorry for the delay.

The rocks.fbx didn't seem to have any missing faces, though rock.fbx did in one of the corners.

For some reason it happens with nearly all of the models -- 3 piece turret, alien craft 1, 2, 3, and 4, alien battlecruiser, all terrain pod drill, cannon barrel, etc.

The pivots are also way off center. Is that by design?

Just wanted to mention -- your models are great and I would love to use them, but when I tried downloading some of your catalog and importing them into Unity, I discovered there were missing faces on many of the models. 

Not sure if the normals are flipped or if they were exported without showing faces on both sides, but unfortunately made them unusable :(

I also noticed the pivot points were off with some of the models.

That said, I'm curious if you've heard any other reports of this, or have any suggestions as I'd really like to try using your models in some of my projects. I love the low-poly 3D aesthetic you've got.

Fair point, it could be equally as jarring with the music not resetting. Might be worth testing but honestly with how challenging game dev can be to create a polished product, it's a small annoyance in the grand scheme of things.

This game is fantastic. Outstanding job! One bit of feedback is not having the music reset with each new level, as on shorter levels it made the music sound a bit repetitive. 

I only noticed this during the initial levels however since the later ones take longer to solve. Just a suggestion though, not sure how easy that is to implement, and certainly not a deal breaker for an otherwise excellent game.

Really enjoyed this and am trying to make something similar myself. How did you go about keeping track of entity positions and the like so that enemies wouldn't run into each other? 

I've been trying to use a dictionary of Vector3Ints as keys and a custom Entity class as values. Perhaps you found a better approach to this?

Very nice concept and well executed so far. This could definitely be expanded and be a great puzzle game.

One thing I noticed though is, unless I'm missing something later on, the flying monster seems to be a bit overpowered since it can both move over pits as well as exit the level. There were multiple times that once I got the flying enemy I didn't feel the need to switch to anything else.

Perhaps one way to balance this would be to remove the ability to move between floors with it, but leave everything else. That way it could be used more strategically as a means of traversing the level but primarily as a means to reach other monsters (which seems to have been the original intention anyway).

Aside from that the only other issue I ran into was the looping music cut out between each loop. 

Great game so far though!