Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

sketche99

125
Posts
10
Topics
75
Followers
267
Following
A member registered Feb 06, 2014 · View creator page →

Creator of

Recent community posts

Sure thing! The more black history games the better! Thanks for asking for the time to be extended!

https://unity.com/releases/editor/archive

It's under the Unity 5 releases.

(3 edits)

Unity 2019.2.21 Thanks! Glad you liked it!

(1 edit)

Unity  5.6.7f1

Thanks for the feed back! You can fly by using the f key and  your mouse orwit h x button and right joystick on xbox 360 controller, should work with xbox one controller too! God bless!

Thanks! I really should have given myself more time to work with it as I only used 2 hours before the deadline, but  I'm happy I was able to submit something, and I will try to do a better job of time management for next year's Jam!

Thanks for the review! I really only had about 2 hours before the deadline to work on my entry and it looks and feels rushed. I will try to do a better job of testing and project planning for my next entry!

Thanks for the review! Unfortunately I was really rushing my entry 2 hours before the deadline, and I didn't get a chance to really test and polish. Next time I'll be sure to not submit until I test first!

Managed to change from a speed-based platformer (like Sonic) to a traditional platformer (like Mario). Making some headway, pleased with my results so far but pacing myself so i don't get burned out. 

Just a tiny update, so sunday i spent most of my time on my speedgame hard mode entry,  monday i didn't feel well and spent most of the day in bed, today i feel much better  but since its a holiday, not sure if  i'll get a chance t work on anything or if i'll be visiting family. i'll try to post again sometime today, God bless!

So today was my 2nd day of work and not liking what I am seeing so far, using enviro weather and it looks nice especially the day-to-night cycle,  but the quality of the stage is really bad looking and an open hilly type area really does not work well with a speed based character like a sonic type. Not sure but I may scrap this idea and come up with another. May try a different level and see how I feel about how it plays. 

Hello all, just now getting some free time to start working on my entry. Trying to not let feature creep get the best of me and still leave myself some breathing room for hard mode for this weekend. Using the verse Psalm 27:1-2 I wanted to do something like a smaller version of Sonic Frontiers, so I'll see how that goes, using the Sonic Speed Controller from the Unity Asset Store and trying to find a halfway decent environment to run around in that's not too small and not too big. I tried to prototype some stuff but the environments so far tested were either too small or too new, as I am trying to keep the Unity version to 2019.2.21 so I can port it to the Ouya for the 10-year Ouya anniversary Jam too. To be continued!

Nice!

Thanks for the reply, I just uploaded Windows, MacOS, and Linux versions. Enjoy!

Thanks RogueDog! Its a proof of concept mainly and not really anything to use as an actual OS. Just figured I'd see what would it be like to kinda use my OUYA like a pc!

Thanks KRAZ! Its more so a proof of concept than an actual useable OS, I did rush somethings to make sure I made the deadline and the creator of the UI did say official mobile support is in the works, so I may jut wait until its posted and try to see if I can backport that version to work with OUYA!

I had not thought of making a discord channel! Let me research on how to make one and I'll post a link here once it's up! Thanks for the suggestion!

Thanks for the kind words! Also if you click the gear in upper left corner while playing the game and click on the song note button you can mute the music! Then you can click on the 'Go!' button to play the game again!

You can double / spin flip jump to get a bit of extra height on your jump.

Press jump button and press it again in the air.

Thanks!

Thanks for the review! It actually is supposed to loop the 'message' in the 'thanks for playing' room twice then go to the main menu, but i did not get any crashes when i tested in the unity editor. 

Thanks for the review! It actually is supposed to go to main menu after the 'thanks for playing' room, did not find that when i tested in the unity editor. 

ok, one last update. so after testing, saw I had forgot to uncheck 'use root motion' on the Martha player, so I  went back and fixed that. also managed to get Xbox controller left and right buttons to work on the character selection screen. reuploaded the files for win, mac, linux web gl so if you have a version from earlier, please try the new version. God bless!

So just a minor update, I cut the ending "movie" from the webgl version and made an OUYA port (cut the movie from there too), strangely, the controller actually works during the player select screen on OUYA but not on any other platform...

Hope you enjoy it! I managed to play the webgl version on my Xbox One via Edge Browser (there was a bit of slowdown, but it was playable) had to use a usb mouse to help get it fullscreen, but my 6 year old daughter liked what little bit I had her to play. It could be because one of the characters in the game was based on her though...

managed to get my entry finished, for windows mac linux and webgl. the webgl version does not play the ending video so it  gets stuck once yo find all the missing kids. trying to downgrade it currently to work half way decent on an OUYA, can't wait to play everyone's speed games!

So today was a break stuff to fix stuff kinda day. So 1st of all, i changed the music, to be moreso kid like as opposed to urban/suburban. But 1st break, was i could not stop the individual player characters music from playing once the level was completed, so instead of 6 different songs for each player there is only one. Also i managed to add the 20 kids you need to find and when i added the pointers that point to the nearest kid it broke the 2nd thing my pause menu, so i replaced it with a simple just pause menu (no way to get to main menu from pause anymore) added some slime enemies because i could not think of a better enemy to replace the default one from my template i was using. managed to start on the ending / credits, now i have to log all of the unity assets i used in the project, which means cleaning up (and hopefully not breaking anything) any assets i imported but did not use. i should be done tmr, unless there are any major game breaking bugs. God bless all!

a bit more work done today, managed to get the 6 player characters running around with custom music for each one and managed to put down some hazards. had a bit of difficulty figuring  out why i could not control my characters in the level scene after selecting them from the character select menu but figured it out. will post a short vid of progress so far soon.

Happy to see the next generation of Christian game developers do their thing! Can't wait to see it finished!

Ok so today was fairly productive. I managed to start my game and it was turning out almost exactly like my speed game hard mode entry, so i started over from scratch. Managed to get the main menu, credits screen and getting the game to go back to the main menu once all lives are lost. Need to actually work on creating a player character(s) making the collectables, enemies, level layouts etc. hope i can make the dead line. today is probably the day i could work the most before the deadline.

Glad I didn't miss speed game this year! I'll be doing my game on the Ps 127:4

I always liked that one Christian game Light Rangers, even though I only played the demo, I liked the idea of Christian kid super team.

Not sure exactly how I will make the team, probably more like a traditional gang of kids, than super heroes with Christian values.

Not sure if I want to do 2D or 2.5D or 3D just yet, but i need to get moving.

God bless!

Thanks for all of the kind words! I had not thought about revisiting Super Christian, but I think that I will now! God bless!

Thanks ProHiScore!

Hey ShamahVisuals, thanks for pointing this out. 

I had not actually tested the Windows version with an OUYA controller, but from what I can tell from briefly testing now, the 'O' button is used for accepting on the menus, like the Main Menu or the Pause menu in game (which is mapped to the 'U' button on the OUYA controller when playing on Windows). 

Actually, other than testing what all of the buttons do, there is no need to press the 'O' button while playing in Game. 

Seems like in-game, the OUYA 'O' button on Windows is both select (for menus) and pause (but without the actual pause menu) at the same time. This is why using a controller mapping asset like Rewired or InControl would help for gotchas like these, but due to time constraints, I  had to use the default Unity mappings which are one thing using an OUYA Controller on an actual OUYA and something else entirely when using an OUYA controller on a Windows PC. 

Again thanks for finding this bug, have you tried with an Xbox 360 controller or with keyboard controls?

This was a pretty cool game! Thanks for the info about Mark Dean and your entry to the Black History Month Jam

Thanks for checking my game out!

Thanks for the feedback! Next time, will be sure to use: more melodious music or just 1 melodious song for the duration of slideshow,  1 picture per Bible text,  and more texts. Thanks!

No, I do think the suggestions made did make a big difference. So I'd say an improvement.

I reuploaded the WebGL version to allow mouse movement, and added controller support (only tested on WebGL / Windows with Xbox 360 controller, only A button works, like spacebar). Also added Windows, Linux and Android versions.

Thanks for the feedback.

Not sure if I can make all the keyboard presses do the same thing,  but I'll look into it.

Was trying to have just the spacebar as my 1 button,  but with how Unity WebGL games are setup, you do need to focus the game with a mouse click.  I can show and free the mouse cursor, but thought that went against the 1 button rule.  Will also try to make a standalone build, that way mouse input will not be needed, unless mouse input in addition to spacebar, does not violate the 1 button rule. 

Thanks

Thanks for the clarification. This maybe harder than I 1st thought...