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Midnite Oil Software LLC

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A member registered Jul 24, 2020 · View creator page →

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In this video I talk about the Unity Lobby service and how I refactored my use of it.

Wishlist the game on Steam
Highland Panic on Steam (steampowered.com)

Report bugs here or on my discord.

https://discord.gg/wrdqXPtw9y

Okay, thanks. Let me know if it happens again and if the steps that made it happen were the same or different. 

thanks for the report. I assume this was the WegGL version. Have you been able to reproduce it? If so, what are the steps to reproduce it?

I'll be livestreaming more development of my Egg Patrol minigame for Ninja Eggs this morning at 11AM EST.



#madewithunity #indiegamedev #unity2d #moonpatrol #wheeljoint2d #indiegame #livestream #tutorial


Checkout the latest update to Ninja Eggs. In this update, I've added a "minigames"  level (my 9 year old grandson's idea). So far it contains 2 games: Flappy Egg (a Flappy Bird clone) and Ninjaroids (an Asteroids clone). 

https://midniteoilsoftware.itch.io/ninja-eggs/devlog/332140/ninja-eggs-minigames...

Ninja Eggs is available fore free on the Apple App Store and  Google Play

You can also play in your Browser right here on itch.io.

https://www.youtube.com/watch?v=qg5fhgkI0os
In this update I add a new level designed by my 9 year old grandson Judah as well as several enhancements to improve game play.

https://midniteoilsoftware.itch.io/ninja-eggs/devlog/295174/ninja-eggs-crazy-cat...

I've published a new update for Ninja to the Apple Store and Google Play Store to fix screen resolution issues reported by users.

https://midniteoilsoftware.itch.io/ninja-eggs/devlog/289246/new-update-fixed-scr...

 


Greetings!

I've released a new version of Ninja Eggs.  Based on user feedback I've made several enhancements:

  • Limited lives (you can actually lose now - lol)
  • High score
  • Tutorial (can be disabled) to teach game play
  • Stage/level selection (stages are unlocked by defeating previous stages).
  • Pause screen with the option of resuming, restarting or quitting game.

Now available onApple App store, Google Play or you can play the WebGL version right here on itch.io.



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https://midniteoilsoftware.itch.io/ninja-eggs/devlog/274228/several-upgrades-com...

Responded to user feedback and added limited lives, a tutorial, a stage selection screen, a pause screen and high score.
Next step will be to add more levels.

(2 edits)

https://midniteoilsoftware.itch.io/ninja-eggs

My first mobile app, Ninja Eggs, is now live on both the Apple App Store and Google Play. 

Ninja Eggs is a 2D "Angry Birds" clone featuring hand-drawn art inspired by artist Mark Kistler of PBS fame (The Secret City, Imagination Station).

The app is free so give it a try. 

The Android version of Ninja Eggs is now in open testing on Google Play store:

Give it a try and leave some feedback.


https://midniteoilsoftware.itch.io/ninja-eggs/devlog/260104/ninja-eggs-now-in-op...

https://itch.io/dashboard/game/825080/devlog

First release of Ninja Eggs, a 2D Flappy Bird clone with hand-drawn art. 

On the devlop is a YouTube playlist that includes a play-through of the game as well as some videos showing how I used hand-drawn art and animations in the game. 


Play the first 3 levels of Ninja Eggs, a Flappy Bird clone featuring hand-drawn art.

https://midniteoilsoftware.itch.io/ninja-eggs


I've made several UI improvements and fixed some bugs.


Galactic Empires - Title Screen

https://midniteoilsoftware.itch.io/galactic-empires

Greetings gamers, 

I've made several updates to this game since the initial release including, but not limited to:

  • A tutorial screen to give users a better idea of the objective of the game, overall gameplay and ship controls.
  • A settings screen to allow users to customize elements of the game (volume, difficulty, mouse sensitivity).
  • Weapons that lock-on instead of being purely ballistic
  • Cockpit view by default (follow cam view is now optional)
  • Power-ups
  • Tweaked relative volume levels of various audio components (background music, player ship sound effects, enemy sound effects, explosions,  etc. 

https://midniteoilsoftware.itch.io/galactic-empires/devlog/185875/added-settings...

Since I had feedback from users regarding the sound effects volume and mouse sensitivity (some said it was too sensitive and others said it wasn't sensitive enough) I added a settings screen to allow users to customize things. 

Thanks again for your review. I've added a tutorial as requested. Check it out. 

Okay, I added a tutorial. Check it out. 
https://midniteoilsoftware.itch.io/galactic-empires

Thanks very much for taking the time to review my game and for your suggestions. I can see where it was confusing.

I don't know why the game just started for you. There is a start screen:

Since any keypress or mouse click will start the game I'm guessing when you started recording it also started the game. This will not be an issue for most players.  I'll see about making a tutorial to make it less confusing. 

The HUD shows Particle Beam and Torpedoes and the help screen (F1) shows the controls for both. 

After the transport reaches the first waypoint a new waypoint is spawned farther away and you have to keep protecting the transport as it navigates to the next waypoint. I will add a message after Waypoint Reached saying "Next waypoint in 3000au".

You can't "win" the game you just try to survive as long as possible and get as high a score as possible. Your score is based on how many waypoints it reaches successfully as well as how many enemies you destroyed. You even get points for shooting asteroids :

Thanks very much for taking the time to review my game and for your suggestions. I can see where it was confusing.

I don't know why the game just started for you. There is a start screen:

Since any keypress or mouse click will start the game I'm guessing when you started recording it also started the game. This will not be an issue for most players. 

I'll see about making a tutorial to make it less confusing. 

The HUD shows Particle Beam and Torpedoes and the help screen (F1) shows the controls for both. 

After the transport reaches the first waypoint a new waypoint is spawned farther away and you have to keep protecting the transport as it navigates to the next waypoint. I will add a message after Waypoint Reached saying "Next waypoint in 3000au".

You can't "win" the game you just try to survive as long as possible and get as high a score as possible. Your score is based on how many waypoints it reaches successfully as well as how many enemies you destroyed. You even get points for shooting asteroids :

I'm looking for feedback on my 3D space shooter
https://midniteoilsoftware.itch.io/galactic-empires

https://midniteoilsoftware.itch.io/galactic-empires

I've made some updates to Galactic Empires based on user feedback. 

  1. Replaced the fixed camera with a smooth-follow camera using Cinemachine. 
  2. Confined mouse movement to game screen (in standalone version) and now hide the mouse cursor during game play.
  3. Added targeting so weapons will now lock-on to enemy ships when you get close enough in the target radius. 
  4. Worked on balancing ship weapons, shields, hull strength, etc. Torpedoes are much faster now and more accurate even when not locked-on. 
  5. Player weapons will no longer damage ally transport ship. 
  6. Tweaked the UI: made enemy health bar larger and also repositioned it slightly, hide FPS by default (F2 will toggle it). 
  7. Increased the cool down interval for player torpedoes so you can't spam fire them as fast. 
  8. Fixed a bug where the ship system UI glitched (stopped updating) after displaying the help screen or pause screen. 
  9. Slowed down the rate of fire for enemy destroyer torpedoes. 

Thanks. That did the trick!

I wonder if this is related?

To add to the mystery, this only seems to happen on desktop browsers (e.g. Chrome, Firefox, Edge, IE, etc.). It works fine in my iPhone browser or when using the Mobile RWD Tester extension in Chrome to emulate a phone or tablet. Very odd. 

(2 edits)

Greetings, 

I've published a WebGL version of my game. Even though I've added screenshots and a link to a video clip when you open the page the screenshots and video don't display. 


The downloadable PC version page does show the screenshots and video. 


Why would that be?

Yes, it was the GZIP compression that was causing the error. As for the youtube/googleads embedding, I'm guessing Unity is including them somehow by default when I build the project. I'll need to research that. 

(1 edit)

https://midniteoilsoftware.itch.io/galactic-empires-free-web-version



Check out a free 3D space shooter. This is a free introductory version of a game I'd really like to take further if there's enough interest. This is the WebGL version you can play right in your browser. If you prefer a standalone PC version, here's the link.

I welcome any feedback or suggestions on where I should take it from here and what improvements I could make. 

Disabling compression in the Publishing settings fixed this. 

(2 edits)

Greetings, I have published a draft of a Unity 3D WebGL game to itch.io but when I try to run it I get the error "Access to XMLHttpRequest at 'https://googleads.g.doubleclick.net/pagead/id' from origin 'https://www.youtube.com' has been blocked by CORS policy. It looks like it's trying to call into google ads (I did not add ad support so far as I know) and is blocked by CORS. 

Further down it says "Uncaught ReferenceError: unityFramework is not defined at HTMLScriptElement.n.onload.

I assume there's some configuration change I need to make to get this work. Can someone point me in the right direction?

Thanks!


https://midniteoilsoftware.itch.io/galactic-empires



Check out a free 3D space shooter. This is a free introductory version of a game I'd really like to take further if there's enough interest. 

I welcome any feedback or suggestions on where I should take it from here and what improvements I could make. 

Thanks, that confirms what I thought to be true. 

The game was developed in Unity so I have to build versions for each platform. Based on  your reply I guess it's up to me whether to bundle all the versions into a single download to upload them separately.

What is the proper way to publish a game for multiple platforms (e.g. PC/Max/Linux, WebGL, etc)? Do I upload and publish individual versions for each platform?