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junkbytes

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A member registered Jan 01, 2016 · View creator page →

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Thanks for the suggestion, these would probably be nice! At the moment I have multiplayer revamping as a priority, afterwards I will see how feasible each of these additions is. 

sorry, I somehow didn't see this comment at first.

I will think about it! I'm currently prioritizing main content rather than hidden :)

A lot more suggestions than I can handle :) 

Some of these can be done, a few can't, and some need too much effort to be worth it. I don't want to make a huge answer again, so I won't elaborate. 

Long story short, some of the proposed features can be done, and hopefully will. But I am currently working on other things, and don't want to postpone them, so it will be on a later update. 

Discord sounds good, but I have never used it before, so I need some time to check it out myself first. I don't want another responsibility in my head without being ready for it. 

Again, thanks for the suggestions, I appreciate them. 

All these features make me anxious thinking of the amount of work they need :) mostly testing, that is. 

But it's nice to see you are so dedicated. 

  • Question about "game rules": do you actually mean map rules? Because game rules are customizable by the player, and I think you want map-specific uncustomizable rules. 
  • Game rules / can't respawn: you mean essentially making a "last man standing" mode? 
  • Game rules / max bots: I'd rather not force such limits. Isn't it better to have it in the map name like others do? E.g. "My map [max 8 players]". 
  • Game rules / gravity: I may add it I guess, along with the "jump speed" which has been requested again. I still don't think it's a good idea though. 
  • Properties / can't respawn: you mean objects that are only for the first player to reach them? Or objects that can be taken only once per player? 

I don't think this would be a practical method for map editor since you usually need more accurate movement to design properly. 

I could add it as a temporary measure, e.g. to only use spectator camera if you hold down middle mouse button.

I'll give it a try and add it to the next release if it is easy to use. 

Actually update 1.1 was released 46 days ago :) 

Other than that, I'm working on an update but I don't know when it will be ready. 

Terrain in maps is an idea that I hope to add in the game, but it will be a while until it happens. As for the camera, how do you think it could be improved? 

Hi, thanks for the suggestion. It's been requested before, and unfortunately it's not easy to make. It would require changing a lot of fundamental mechanisms in the game (remake weapon models, change current soldier animation, ensure nothing breaks the AI or the multiplayer etc).

So I probably won't make it because it is too much trouble for the end result. Sorry. 

Thanks for the suggestions! I already intend to add some of these, possibly in the next update. 

Unfortunately, it's hard to add a melee weapon. It's a problem to use in multiplayer with laggy connections, and most importantly it's hard to adapt the AI (teach them how to use it, teach them to dodge it etc) 

Use ctrl + mouse wheel to move along y axis. Or, ctrl + shift + mouse wheel to move faster. 

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Gamepads are supported, splitscreen is available for 2D only. No gamepad vibration unfortunately, and I probably won't be able to implement it because of Unity limitations, sorry. 

Thanks a lot for testing and letting me know!

Not preferring to use sudo is completely understandable. I mentioned using it to be sure it works fine, but truth is I should test the requirement when releasing a version. It's just that it takes time :(

Also good to know cross-platform networking works. I used low-level networking so I would expect it to, but haven't really tested it. 

To be honest I haven't tested the latest versions of the game on Linux :/

if you see no problems when running as a normal user, then it shouldn't be necessary. 

Or perhaps you are asking because you have no su privileges on your account? If so, I can test it and let you know. 

Thanks for letting me know! I have reported the issue to itch.io.

This has been mentioned before as a suggestion, however it is a lot harder to make than it sounds :(

I recommend playing on open large maps, such as "D-day" maps, as the bots jump less there. You can also use Caps Lock / F2 which toggles slow motion

Long story:

Bots need AI waypoints for each map to be able to navigate around it. "waypoints" are essentially paths from/to numerous points on the map. 

When you "Build AI waypoints" for a map in the map editor, what really happens is that dummy soldiers try to traverse each of these paths (in about x1000 real-time). When the process is complete, each path is marked as valid depending on whether the soldier managed to reach its end. 

The problem with the above process is that the test must be done with the same stats as it is done in-game. This means that jump speed, walk speed and gravity must be constant. Otherwise, the bots will be unable to guess whether a path is crossable with their new stats. 

So it can't really be done. Sorry :(

Thanks! Unfortunately, adding new features takes time, so I have to do them a few at a time. 

I don't understand a word :) but thanks for making the video! 

Oh, that :) I could add it as a feature then. If I see it's easy to make, I might include it in the next update. 

From what I've seen so far, revenue from ads is rather small. I wouldn't mind that, but I don't think it's worth compared to keeping the game clean. 

Besides, some people have occasionally been kind enough to make small donations by themselves. 

Thanks for the suggestion though! 

Thanks for always being so supportive! :) 

Happy to hear it! New version is being uploaded right now!

Sorry for the delay! I'm doing my best to get an update ready by next weekend :) 

Sure, it would be possible at that point, but please understand it would be a very long time until this happens.

As the game has become a larger project now, one disadvantage of this is that it takes me quite a while to get new things added, so progress can be very slow. 

That would be nice to have, but is hard to fit in the current game's design :/

Battle royale would require building huge maps, which the game currently doesn't have. 

And the second and most important problem is the AI not being easily adaptable. It will have trouble playing on such large maps, and will generally not work well with this gamemode without tons of work. 

As such, I would rather put this time and effort into making less demanding improvements on the game. 

Sounds like a good idea! I'd make sure to do that. 

Just the networking API in unity, specifically classes NetworkServer and NetworkClient. It's a bit of a mess tbh. 

Normally no, it doesn't.

However, if you are connecting through a router, the router's security settings might prevent you from connecting to each other. 

In this case, you should look into your router settings to find the problem (Google helps). Alternatively, you can create a wifi Hotspot on one computer, and have the others connect to it. 

For 3d: click "play 3d" in the main menu, enable the "use gamepad" checkbox (under the "player name" input), click the "config gamepad" button that appears, and follow the instructions. 

For 2d: click "play 2d" in the main menu, disable the "standard controls and mouse for player 1" checkbox, click the "config p1 gamepad" button that appears, and follow the instructions. 

Let me know if you have any problems! 

From my experience it works fine. What issues have you encountered? 

Theoretically it's the same as if you were both in the same router. 

If you tried it and can't see each other, then it means that your router configuration is preventing you from establishing the connection. 

Setting things up properly depends on your router and extender, and sometimes it just plain won't work. So there are two possible solutions: 

  1. Try making a wifi hotshot from one computer, and configure the extender to use that. This might work better than using the router, as routers have very restrictive protocols. 
  2. If that doesn't work either, your best bet is to use Hamachi or Tunngle as if you were in faraway places. This will require you to be connected to the internet. 

Let me know if you need more help! 

My pressing daily schedule is to blame :/ still working on it, but I hardly get enough free time.

I estimate an update to be ready in 3-4 weeks, if all goes well. 

Sorry for the delay, and thank you for waiting! 

Nice! :) Thanks for playing! 

Please see the Getting started Guide for Hamachi, it explains it better than I would. See pg. 14 for installation, pg. 19 for usage.

After all players have joined the same network, just do the steps 2 and 3 I mentioned before. 

    1. Make sure all players are connected in the lan. This can be done by connecting to the same router, but using an ethernet cable or a windows Hotspot is preferred. 
    2. First player opens "Play 3D" (or play 2D), ticks the checkbox "Network match" on the bottom left, and starts the game. 
    3. Other players open "LAN matches" and click the game of the first player which should show up in the list. 

    It's okay, that's relieving to hear! Enjoy the game! :) 

    • Does it show any error messages?
    • Did your anti-virus show any messages when you first ran the game? 
    • Does the initial splash window show up (the one where you choose screen resolution and quality) or does the game do absolutely nothing when you double click it? 
    • What operating system are you using? 

    Thanks for the feedback, I wish I can help you out! 

    What doesn't work exactly? 

    Happy to hear it! Unfortunately I can't say for sure :(

    I am currently lacking enough free time because of day job, so progress has been insignificant these past two weeks. At the current pace, next update will take at least 1-2 months to be ready. 

    I intend to improve multiplayer latency in clients, add grenades, armor and maybe a new gamemode for the next update. New gamemode might be postponed if the update has been delayed too much. 

    Yes but only for 2D. Second player will need a gamepad. 

    Good suggestion, I'll make sure to add an option. Thanks!