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A member registered 3 years ago · View creator page →


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C'est genial

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Thanks! Yeah, I know drifting could happen, but I just never tried :P Going to fix it!

Wow, this is beautiful! :)

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Wow, this is really weird. I had EXACTLY the same idea for a game which I made back for LD33. Though I didn't have time to finish the people-part in 2 days, but you can read the description http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=42012

Btw good job, really well done! :)

Hi, I used Unity and C#

If you were running on mac, it should work properly now, fixed it!

Thanks for reporting this! I made a major mistake with file paths, I've corrected it! No need for this hack ^

On what platform are you running it? It might be a permission problem because at that point I am trying to read from a database file

I would love to do that, but I think my code is currently really messy. You are much better off with making your own version =) I would like to refactor the code one day, if I have any free time

I don't know what you mean, I saw a few good ones with a similar idea or mechanics, but not exactly "stole" my game

I have no problem downloading any of the versions. Maybe some browser extension is preventing it, or popups blocker?

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Hi, thanks for the report. Are other Unity games working on your system?

EDIT: It could be that you need 32bit version of problematic modules, see the comment by HijackedBrain below. I will build the next update as 32bit+64bit universal so that should solve the module issues

[POST JAM] is newer. it's smaller because for the JAM version I accidentally included some debug files which when unpacked are ~150MB

I would really love to! I have some ideas, but very little time to work on it

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You are probably going in too fast so as you collide with the planet you get bounced back (since you can't die). You need to slow down, hold space to use a "hyperbrake" just before you approach a planet

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Several solutions (and several problems):

  1. There is a very simple image effect script by @Miguelito that pixelates the camera image, HOWEVER, it doesn't make the format square. To make it square you either have to enforce a special resolution through Screen.SetResolution, HOWEVER, not all platforms (GPUs I think) support non-standard resolutions in full screen and will just crash when you use the method (windowed is fine). Or, you can create some letterboxing squares that match up with 64 pixel width
  2. Using a camera that writes to a 64x64 resolution render texture, then that outputs to the main camera. HOWEVER, in that case, unity assumes the camera is 64 pixels tall and will scale image effects or shadow mapping for example

What I will do: I'll go with 1. with letterboxing, and if windowed then I'll force the square resolution. I'll use it primarily cause I intend to use real time shadows in 3d and I need them to be sharp and crisp