I haven't seen that error yet but I've only tested on my pcs. I will have to have some of my friends test this.
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Hey, I put in some work on one of my old GGJ games:
If you have a chance feel free to look at this. Just don't hold it to the same quality standard because it's just a jamgame.
Thanks for the screenshot. I can absolutely fix this. Can you tell me what display resolution your monitor is?
When you collect 100 energy you can use a special move which will lower the health of all zombies to 0 and raise your health to 100. From there they can all be killed in one hit.
As for difficulty, yes there are stronger zombies, they can appear at lower levels but will appear more frequently at higher levels.
Thanks for the comments on the menus. I will need to fix those up. They are still a work in progress.
Hey, I fixed up the menus in the new experimental: Beta_WithNewUI.zip build. We still have a lot of work to do on the menus to make them look better, but I was wondering if you could check out what I just uploaded and give me some feedback. With the new framework we are using I can add a "tutorial" tab to explain some of the stuff you commented on.
I still need to get to your concerns about the font.
Alright, so I have some great feedback from you that I'm going to start actioning right now. Work has been really busy lately but hopefully, I can power through this in a few weekends.
1. Change the menus so that the player has to pick a difficulty to play on. Make this more clear so the player knows what they are doing and does not confound this with save slots.
2. Make the menus less ugly. I might have to dig up an asset pack for this.
3. Change how the autosave works. Consider a "saving game dialog".
4. Add a "Legend" to the upgrades screen that explains what each of the pickups does. This may have to be multiple pages and allow the player to flick through this.
Thank you so much for all of your feedback. And thank you for playing the game. I'll comment here once I fix all of these problems.
_keyboardkommander is a story driven type 'em up shooter with a fast paced tactical edge.
A lot of our systems, visuals and input targeting mechanics had to be reworked to get to this point. It took hours upon hours of testing to get our game as stable as it currently is.
It's been really hard to get this far with Corona. We lost two team members because they couldn't work during a global pandemic. However, _keyboardkommander is finally in beta. If there's interest in the project I'm going to keep working on it.
The alpha 3 update of _keyboardkommander is now live. If you've ever wanted to play an action packed type em up with multiple weapons and an upgrade system check this game out. _keyboardkommander brings a strategic edge to the type em up genre.
We've added new shaders and post processing along with new menus. Gameplay has been balanced and a lot of bugs have been fixed.
I didn't include this in the dev log but I've been working on this project for more than 6 years now. I personally am getting exhausted and want to move on with my life. I'm not going to stop until this game is done though.
Hey, thanks for the response I really appreciate it. I sent your notes over to my team. We will talk about it and try to get back to you.
We're working really hard to make this game the best it can be for people like you.
Hey, I see your code is on GitHub, are you looking for people to fork your game or did you just want to show off your work?
Good job on your file size btw. I've struggled with that in the past.
Hey, thanks for your response. I'm sorry to hear you had trouble running the game. Can you give me some more details. What happened when you tried to play the game? Which version of the game were you running?