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Exploding_Sandwich

7
Posts
3
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A member registered May 05, 2025

Recent community posts

I think it's an infinite loop. It's happened to me before

We had a scaling issue as well, with it being too small. Ours was fixed by changing the screen match mode to "scale with screen size" on the canvas scaler component of your canvas. Hope this helps

Multiplying everything by deltatime seems to have made everything more consistent, but we still don't really understand why. The only thing I've found is that the frame rates must be very different, but I don't know how that would happen.

There are two of us working on our game, and it seems like the mass of our player's rigidbody changes depending on who's running it. On my partner's computer and in the first  build, the game ran as expected. On my computer and in the second build, the player is treated as being too heavy to move. As far as we can tell, we both have the same version of the game and all relevant settings are identical. Does anyone know of a way to fix this?

yeah, player 1 uses W while player 2 uses the up arrow


Completed all the art we need for the game today. The picture above shows the sprites for all the powerups we added.
For context, we are making a 2-player infinite runner, where both players have to avoid obstacles while eating insects to collect points. The player with the most points when both players die is the winner.

The powerups shown above have the following effects:

  • Orange: worth 10 points for whoever gets it
  • Ice cube with a fruit inside it: temporarily slows the other player
  • Green pepper: temporarily speeds up the player who gets it
  • "Key"-lime: temporarily changes the other player's control scheme from a Jetpack Joyride style to a Flappy Bird style
  • Starfruit: grants temporary invincibility
  • Fly fruit: makes insects worth 2 points instead of 1 for some time
  • Ghost pepper: temporarily nullifies any powerups the other player has
(2 edits)


We're making an infinite sidescroller for our project. I just finished making all the obstacles and collectables spawn. The intervals for when they spawn and what y-value they spawn at are based on a base value and a random number within a set range being added to them. Also, the objects move faster the longer the game continues to increase the difficulty over time.

This is a jetpack joyride style game with two players trying to outlast each other. We plan to add powerups, but don't know what they will do yet.