Lovely game. If I may ask, how did you achieve the dither shader effect? Looks awesome.
Dumenglume
Creator of
Recent community posts
Okay well now having played it Im even more impressed. Outstanding work.
One snag I ran into while on mobile using joystick mode was that if I was holding a piece of equipment to place in storage, but accidentally pressed O to shift the view up top, when shifting back down the equipment was no longer visible.
Im assuming it gets repositioned somewhere as when I turned off Joystick mode and tapped rhe screen it appeared at that location.
Hey there! Can you elaborate on what about it you found too difficult? Do you mean having the bricks with 2x health appear less frequently or something else?
Balancing the difficulty has actually been one of the hardest parts of the game. By default I went with the difficulty scaling from the original BBTAN but have experimented with a few different balancing techniques.
Thanks for checking the game out and providing your feedback!
I've been waiting for something like this for a long time --Loving this tool so far! Is there any roadmap or list of features you plan to add later on?
Also, looks like others have asked but are there any plans to add a noise wave for drums, etc.? Or will that be limited to samples?
Would love to see a reference list of FX either in the menu (similar to FamiTracker), or better yet, be its own panel like in FurnaceTracker. Being able to access documentation from the program would be useful overall.
Can't wait to see future releases of this!
Wow, thank you for the kind words! I'm glad people are still enjoying Space Ranger.
The space limitations was killer but also had a lot to do with how the final design / aesthetic came out, so it was beneficial in some ways. I do want to try my hand at a larger/expandable project, either in Picotron or another platform and am experimenting with different ideas right now.
Thanks again for checking the game out!
Very nice! I find myself getting annoyed now if I can't sustain a full combo since I've playtested it so many times at this point :P
I typically go for the Options first as well. I've been trying to think of how I could have Magnet and Weapon synergize with each other better as I feel like there's still a missed opportunity there, but hopefully all three powerups are still useful.
Gotcha. Yeah I'll check it out and see if I can make some adjustments.
Quick side note -- You do amazing work btw. Absolutely incredible shmup you made with Praxis Fighter -- You're one of the folks who inspired me to feel comfortable about making a single level shmup experience.
I would love to finish a roguelike that even comes close to the elegance of Into Ruins as well!
Hey! Thanks for playing and providing your feedback. I agree the sprite should change when powering up. This has been fixed in the latest update so you should now see a visual change on each power increase.
Regarding shot speed, this is actually technically already in the game -- the closer you are to the top of the screen, the faster you shoot, so as to reward riskier playing. The effect may be a bit too subtle though.
I'll definitely consider this for future versions!
I realized shortly after I posted what you were talking about with the constantly increasing score -- this was originally intended to be a "survival" score of sorts, so you would be rewarded for staying alive longer. If it diminishes the satisfaction of the game however it's something I'll need to go back and revisit.
I discovered a couple of bugs that need sorting out anyway so I may end up revamping how scoring works a bit.
Hey! Thanks for trying it out and providing your feedback.
I struggled with what to call some of the powerups (originally the pickup was called Magnet, but I changed it to Tractor Beam so it would stay thematic. To your point, though, it may just be more confusing. Would Magnet make more sense? Or Pickup instead?
I plan to go back and adjust the Weapon / Power so that it does change sprites, I just am not great at sprite work so I couldn't find a sprite I was satisfied with at the time.
I agree Shields could be called options, though they do also damage enemies on collision. I only recently learned of the term Options for those and thought it might be confusing to newcomers, but perhaps it's more confusing not calling them Options. I'll give this some thought.
I don't recall the scoring working the way you're describing, but will do some experimenting and follow up on this.
Thanks again for the insight and for playing the game!
Hey All!
I just released a new top-down arcade style shoot-em-up (or shmup) called Space Ranger!
You play as a spaceship shooting down space pirates and collecting their doubloons. Check it out and let me know your thoughts!
https://dumenglume.itch.io/space-ranger

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.
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.





