Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

MNKY

73
Posts
2
Topics
605
Followers
45
Following
A member registered Oct 23, 2015 · View creator page →

Creator of

Recent community posts

BlastFX community · Created a new topic Feature Requests

Lemme know your bright ideas, so I may steal implement them

BlastFX community · Created a new topic Bug Reports

Found a nasty bug? Let me know!

Really sorry about that, thank you for reminding us!

No worries! I'll experiment a bit and see what works, I might randomise it so that there's a chance of them being returned 

Thank you! I'm glad you enjoyed it. Did the shots get returned in starfox (and did it damage the enemy once returned) ? I thought they were just deflected, but I might be misremembering.

Thanks!

The shadows are done using an orthographic camera that views the level from a top-down perspective and it follows the ship as it moves through the level. The camera is inside a viewport so that I'm able to access what the camera sees as a texture. The viewport is setup to have a transparent background, and things like the ground in my levels are on a different visibility layer so that they're not rendered by this camera, only the main objects such as the ship, enemies, scenery etc are.  I then use this texture mapped onto a flat plane positioned just above the ground (also on a different visibility layer so the top-down camera doesn't see it) and I use a shader to draw the checkerboard effect. Any part of the viewport texture with a transparency < 0.5 is discarded, and anything greater is where I draw the checkerboard texture, which is just a repeating 8 x 8 texture and it's drawn using screen space UVs. 

Hope that helps, let me know if you're unsure of anything :)

Whoops, almost forgot!

Thank you! I'm happy to hear you enjoyed it :)

I'm having to prepare a demo for EGX in October, so I imagine I will release that demo online shortly afterwards :)

I tried adding you on discord, but it's saying it's invalid?

Sorry for the late reply, what engine are you using?

Thank you! I'll try not to ;D

I'm glad you've decided to keep working on it, I'm certain they'll turn out quite differently, and it's not exactly a saturated genre :)

Sure, I'll be happy to hear everyone's feedback once I put a public test out :)

thanks, I hope you'll enjoy it once it's out (or even just the public test demo) :)

Thank you! Yep, managing the scope of the game is super important (still not sure if I've bitten off more than I can chew, but I guess we'll find out) and I think having at least one other person to work with must be super helpful too. Unfortunately I don't have that luxury at the moment, although that's mostly down to me wanting to do everything myself (bar the music, which is still out of my skill range currently, but one day...), but maybe that'll change if I find the right person to work with.

Thanks man, you're absolutely right with everything you said! Sometimes it's hard to look past a finished product and realize the amount of time and effort it took to get it to that state. I'll keep working away at what I've got and hopefully it'll work out. I've gotten this far by doing that! 

Also, great work on Fight 'N Rage! I bought it a while back on Steam and it's very impressive and professional. Feels just like a real arcade game :)

haha, not at all! It was a good reminder that I hadn't actually used the dev blog since opening it.. :)

I do enjoy the concept of game jams, but it usually takes me too long to think of something and I end up getting frustrated with myself!

I definitely think releasing some kind of public test/demo will help me, at least then I'll be able to get a general idea of what I'm doing right/wrong

thanks! Yeah, just talking about it on here felt good. I definitely need to get out of my personal bubble with this stuff and stop being afraid to show others and get their feedback. I always want to do everything myself, but I think everyone needs a hand sometimes.

It's not dead, it's just a placeholder page for now. I post more updates on my twitter @benhickling although I haven't been posting much about it lately