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ededo

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A member registered Jul 20, 2019 · View creator page →

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I just uploaded the new version (1.2.17). Thanks again for reporting. :)

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I may have found the problem now; Fixed by resetting the score at a later point. Doing some testing now... *edit: seems to be working fine now*

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Hi JMB,

"I think we have noticed when the score sometimes resets to zero. If a player's bullet/rocket/etc. hits an opponent while the player is down, the score gets reset to this newly gained score (e.g. 100 points with message "hit chain +100" still displayed). Anything previously earned is lost."

Did you also experienced this in the current version? Thanks to your comment I also found that out in the previous version, but it should be fixed now in 1.2.15. Now you should not gain chain bonus scores  anymore if you are down with no lives left. (That gave you the new score after the score had been internally reset, because well, the game was over.)

Most stars do stack in fact, except that picking up a double weapon replaces the shield and vice versa. It is intended however that you lose everything if you lose one life. This way you would be on your toes, careful to not get hit.

Anyway, I made sure that each weapon is just as viable without the bonusses and weapons have unique characteristics. Weapons with shorter range usually do more damage or are able to destroy buildings and the like. The only exception is the combat knife, which is for melee fans but does moderate damage to the bosses and is also the cheapest to buy. ;)

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The new release 1.2.12 had just been uploaded with all the fixes told in advance. (Plus some minor other fixes.) I've also updated the Android port in the Google Play Store.

Changing the controller mapping to player 1 - who pressed the button in the menu - was doable, but because of problems, (somehow the button configurations messes up if you have controllers with different button mappings and alternate between being player 1 and player 2) I decided to not include it.

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Hi JMB,

The SMG thing was actually a timer related bug. :) Good thing you noticed the rocket launcher firing only up; It should be firing into the direction you shoot, but home in if close to the target. It seems to be a migration bug because of upgrading the editor to a newer one (from Unity 2019 to Unity 2020). I've discovered the error and I just fixed it now.

At that moment does the score reset? After dying, reviving? Edit: I just accidently found out that it also seems to happen with player 1, if you managed to still hit an enemy after you just died. I fixed it now by not getting that score when you are dead/out of lives.

Also fixed the crocs getting out of the water... Again! :P

I will look if I can make player 1 the one who pressed fire first in the menu, if it isn't too much of a hassle.

Thank you again for telling me of these bugs, I will add you to the credits if you don't mind. ;) I will tell you here when the fixed new version is up.

Best wishes also,

Ededo

I understand that Rush Troopers could be more popular if I (or others) did some marketing for it, especially in these current times where a zillions of games are released every day and good ones easily slip under the radar.

But marketing, and releasing the game on other platforms like Steam, PS Store - and probably also GOG - costs quite a bit of money. And as I wanted Rush Troopers to be a (completely) free game, this was not an option. It would be nice if some popular Youtube influencers would showcase it but I don't want to be a beggar. ;)

(There is however an, although now outdated, Android OS port on the Google Play store: https://play.google.com/store/apps/details?id=com.ededo.rushtroopers&hl=nl&gl=US)

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New version 1.2.8 is up. The bug should be fixed now. 

Also "fixed" it so that the enemies don't try to smack down things like street lanterns. :) And players now stay visible in Mission Mode's "game over" screen.

(ps: 8k will not give you a larger field of view either ;) )

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Thanks for the clear bug report. Going to look into it. Best wishes from me also. :)

1.2.5 is now up. I couldn't reproduce the things you mentioned but I've made some changes that would likely fix these, but I am not 100% sure. 

I've also fixed/improved some other - mostly minor - things. (The crocs are now staying in the water again, I wonder how I managed to break that...)

Thanks again for reporting. Going to look into it.

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I am not sure what you mean. When you are reviving your teammate you cannot shoot, that is intentional.

And ok, I gave in to your request. :) I've increased the fov now, feel free to test v1.2.2.

Thanks for letting me know, I just resolved the problem. ;)

I am not sure what you mean with team battle with 2 players... You can play a coop game with "mission mode" and friendly fire is off by default so you can not hit each other. (Although you can still crash into each other. :P)

I updated the game and made a quick change to the behaviour of the timer that activated the "victory message" - which should be more strict now. However, I am not completely certain that this fixed the bug, so I should test some more. I've also added an "announcer" voice.

As you can guess I also still like the old arcade-esque type of games that require you to gain some actual skill and hone your reflexes.

Hi there,

Thanks for your praise and comments. I will look into it fixing the things you mentioned.

Could you perhaps elaborate on the game getting stuck 2 times... Do you perhaps remember if that was due to asteroid hits or due to the bullets?

As for a coop mode, that already exists as you can play "arcade mode" with with up to 4 players.

Thanks for liking the game,

Ededo

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Hello JMB9,

Great to hear you like the game! And also good to hear it works nicely in 4K, as I don't have a 4K monitor yet. The current size of the field of view in this game had been chosen for maintaining good enough visibility for the android port (on Google Play) and also for the fact that I don't like games with characters that are too small for my own taste. ;-) But good to hear your input and perhaps I will change it in a later version for the non-android versions, or maybe as an option.

Right now I think I am quite done with the game however, and I've already started working on other things that may or not see  the light of the day.  But if someone finds and reports any bugs I will still fix them. I was just about to release a "remastered" version of "Sector Squad" that you also may look into. It's actually my very first game made with Unity "ages" ago so just don't expect the same quality. ;-)

Greets,
Ededo

I now added mouse support, and WASD is now the default control scheme.

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Thanks for your comment, I really appreciate it! The controls can take a little time to get used to, it is like Shock Troopers and similar games, but you can also aim and fire with the right thumbstick, like a twin shooter.