๐Ÿค‘ Indie game store๐Ÿ™Œ Free games๐Ÿ˜‚ Fun games๐Ÿ˜จ Horror games
๐Ÿ‘ท Game development๐ŸŽจ Assets๐Ÿ“š Comics
๐ŸŽ‰ Sales๐ŸŽ Bundles

sleeper_games

41
Posts
5
Topics
20
Followers
14
Following
A member registered 231 days ago · View creator page โ†’

Game

Recent community posts

HDog Ace Access Build 0.7416 (X-Ray)
- Fixed a problem preventing enemies from using homing missiles
- Enemies taking damage from an attachment being destroyed now makes them hitflash

Posted in change_dog.txt

HDog Ace Access Build 0.7414 (X-Ray)
- Fixed some problems causing AWACS dome attachment to not die correctly
- Fixed mines being deflected by hitting their scan area with melee/Vertice Shield
- Fixed vls firing cycle not working correctly
- Fixed some problems with enemy homing missile threshold
- Fixed mines spawned by Mine Manufacturer having some small amount of normal damage
- Fixed some actives not being able to gain charge
- Replaced Fungal Forest particles with a less flashy variant that does not glitch as much on some graphic cards
- Boss death explosions no longer removes foreground clouds
- Fixed a situations where flock drones would be moved into props when initiating intermission and therefore destroyed

Posted in change_dog.txt

Ok, another intermediate update before turning towards 0.8 (Gamma). This one focuses almost entirely on performance.  I addressed some major problems I just now became aware of, the game should overall run much better now with less frame rate drops.


HDog Ace Access Build 0.7412 (X-Ray)
- Added additional easy checks preventing the game from executing many unnecessary but expensive checks in the background
- All enemy types now check whether they exist before executing all their behavior checks at every frame
- In many cases, easy conditions now take priority over collision checks
- Fixed ground enemies continuously checking if they are really still on the ground
- Enemies in "dying" state generally no longer check for things they need to to consider while alive
- The game no longer inquires at every frame for every player shot and ever possible proc chance about whether the shot got a successful proc roll now
- Removed many other unnecessary background processes
- This changelog is getting kinda embarrassing... 0_o :D
- Additional minor performance fixes
- Zones beyond 3 should no longer end the game with empty waves (Boss 3 appears again now, placeholder)  
- Activating mouse aim with Shot Displacer equiped no longer overwrites the shot displacer cursor and should display reticle position correctly now
- Fixed changing screen glitch amount in options displacing the option reticle
- Turret Mount rotation speed is now based on your normal turn speed, turret rotation speed is always lager than turn speed and scales up with additional turret mounts  
- Night vision no longer affects fixed ui
- Adjusted zone specific tunneling turn speed modifiers to be more in line with the tunneling speed modifiers
- Fixed some missing mount points on zone 3 ground props
- Fixed bad quote on Bomb Bay in pause scree
- Fixed dodge state on missile turrets not taking effect
- Cloud cover now has a slightly nicer upper edge
- Ruin ground props now have a night vision outline
- Fixed night missions having a sun ^_^
- Not firing for a while now spawns a attack marker pointing towards the closest enemy
- Boss 2 now gets repositioned if your distance yourself too far from it
- Slightly improved transition between night vision and intermission scene
- Nerfed speed boost passives a bit
- Blade Hull now has a jet weight penalty
- The game now remembers whether you have mouse aiming enabled (tutorial currently overwrites the setting)
- Fixed hostile AWACS sometimes spawning on collision course with floating islands
- Fixed a problem preventing hostile VLS from from firing
- Fixed smoke trails sometimes not correctly attaching to boss 2 wreckage (?)

Ok I started working on a performance focused update to get the ram issues resolved and I'll fit the other stuff you mentioned in too. Out of curiosity, how does you processor allocation look like? From what I can tell the game mainly stresses ram, same for your?

Good finds, the stuff you mentioned should be resolved now. Optimization is still ongoing. Toning down late game enemy health is also under consideration.

Posted in change_dog.txt

HDog Ace Access Build 0.7410 (X-Ray)

- Optimized strafe event checks to verify whether mouse aiming is enabled first
- Improved strafe and reverse thrust events to deal better with simultaneous move state changes  
- Switched player move state and player offense state variables from string to value for faster handling  
- Made the way gravity changes when boosting/falling slightly more economic
- Fixed bad placement of weapon glow image during game launch cinematic
- Fixed bad collision mask one one floating island in the sprawl zone
- Fixed sprawl smog clouds sometimes not being layered correctly
- Fixed night vision overlay not adapting to resolution selection correctly

Good finds, I could not reproduce the carrier problem so far, but I tried something to counteract a potential cause. The background glitch should be fixed in 0.7405 though.

Posted in change_dog.txt

HDog Ace Access Build 0.7405 (X-Ray)

- Added some new tips/hints to the game start text
- Railguns, Flechettes and Lazers now have some minor knockback (makes them profit from knockback increasing passives)
- Fixed Hardlight Sai not displaying the dual-wield icon in pause screen
- Destroying projectiles with melee now creates some hitlag
- Sound of melee weapons breaking is less pronounced now
- Angular attack tells of heavy turrets now travel with their shots
- Fixed zone randomization function reseting the background scaling
- Reworked the way mine scan radius works to make it less CPU intensive
- Fixed shot attack tells being displayed without attack tells being enabled in options

Posted in change_dog.txt

HDog Ace Access Build 0.7400 (X-Ray)

- Added 10 new enemy types
- Added 10 new enemy attachments
- Added 5 new zone variants (+props/floors)
- Reworked the way enemy spawns work, with stronger emphasize on enemy rarity
- Tier III fighters can spawn earlier now
- Added custom projectile behavior for zone that don't have a solid floor
- New Enemy Mechanic: Cruise Missiles; like homing missiles, but explode on miss in lager explosions
- New Enemy Mechanic: Photon-based Weapons; Enemy lasers and photon shots will ignore your shield and always deal heart damage. Evade them at all cost!
- New Enemy Mechanic: Snipers; Engage at longe range with heavily telegraphed attacks
- New Enemy Mechanic: Air-Mines; just like your mines!
- New Enemy Mechanic: Dangerous Death; Some of the new enemies explode on death or spawn projectiles
- New Enemy Mechanic: Melee; one late game enemy will switch to melee attacks of you get to close
- Changed the way carrier boss fighter launch frequency decreases when components are taken out
- Destroying carrier engines now also decreases carrier launch frequency
- Destroying any carrier components now makes it respond by launching its current batch of fighters immediately
- Carrier drops less SRM now
- Rapier, Hammer and Maw deal more damage now
- Hammer and Maw attacks have larger hitboxes now
- Shield Heart and Glass Configuration now increase the overall chance of hearts drops as wave-end rewards
- Flak Ammo now reduces more weapons to single initial shots with 360ยฐ detonations
- Attempted to make G-Link Ammo shot events less taxing
- Fixed Drone Flock enemy conversion not working correctly  
- Fixed Gun Drive not ejecting casings when jumping
- Fixed a bug where creating husks would severely decrease wave point pool, preventing new enemies from spawning
- Fixed Containment Shutdown not affecting strafe engine fire color
- Fixed a problem with carrier commanders not randomizing their "launching fighters" chatter correctly
- Destroying a carrier engine with death shot now makes the remaining engines immune to death shot
- Fixed Fragmentation Cannon gaining bounce when having Nano-Edge Ammo equipped
- Decreased Fragmentation Cannon shot speed and increased shot slowdown
- Lowered shot lifetime one some fast firing/fast shot weapons
- Most shotguns have less overall reach now
- Mouse cursor no longer disappears behind clouds
- Player bombs have less shot lifetime now (prevents your from juggling them with G-Link Ammo for too long)
- Fixed a problem preventing player from picking up Quality Ammo
- Fixed too large hitbox on player micro grenades
- Added notification for flawlessly completing a wave
- EMPed fighters are now less capable of saving themselves from dropping
- Made the way air-mine gravity works more economic
- If player flak shots deal acum damage, their submunition will now inherit that property, but only gain a very small acum dmg multiplier
- Attempted to make G-Link ammo and Homing Ammo events less taxing
- Eradicator Cannon has less recoil and more knockback now
- Tier III fighters are more accurate now
- N-Mines deployed as retaliation for player defcon drop faster now
- DMZ Field now also affect enemy flak danger marks
- Full hearts can no longer be picked up when you are down by only a half heart (prevents health being wasted by intermission auto-pickup)
- Fixed a bug that can cause carrier engine death chatter to appear when the boss itself dies
- Enemies that do not immateriality die from prop/floor collisions now also can't loose their last bit of health from those collisions (requiring you to finish them off)
- Shard Shield spawns more shots and causes more hitlag on activation now; also scales stronger with shield ups
- Shard Shield damage scales more with player shield regeneration now
- Shard Shield shot piercing now scales with player shield regeneration
- Fixed Grav-Grid Anchor spawning with more max power than its's starting charge
- J-Mines no longer have gravity affecting them
- Fixed player mines triggering in situation when stationary/slow moving enemies aren't close enough to be affected yet  
- Enemy homing missiles and heavy rockets have slightly larger areas of affect now
- Enemy Auto Turret shots have less lifetime now
- Enemy auto turrets have larger targeting range and higher damage now, but their shots don't live as long
- Hostile husks deal less collision damage now
- New enemy shots, global enemy shot rebalance - Auto: 4, Heavy Kinetic: 5, Railgun: 9, Small Mines: 6, Large Mines: 9, N-Mines: 12, Medium Rocket: 6, Photon/Laser: Shield piercing (always heart damage)
- Many small fixes
- Some performance fixes

Posted in change_dog.txt

HDog Ace Access Build 0.7321 (Ultraviolet)

- Fixed "Quit To Menu" not destroying the pause scene correctly, leading to memory leaks
- Fixed some wrong weapons showing up in pause screen after restarting from menu
- Fixed some typos

Great catch, there was indeed a memory leak associated with the "quit to menu" option. Fixed in my build now, but there also seems to be a similar but smaller issue with the "resume"  option. I'll need to rework the pause scene a bit to get that resolved, probably next week. Meanwhile more teaser stuff. :)

Best Thing at AMAZE.

Posted in change_dog.txt

HDog Ace Access Build 0.7320 (Ultraviolet)

- Cut feature: Hidden enemy randomization, enemies now behave consistent across all playthroughs
- Gunship jump time decreased
- Fixed some enemies and bosses not being affected by Orbital Support: Nanophage
- Fixed some enemies and bosses not being affected by collision damage reducing items
- Targeting markers now now point out from which direction enemies are firing at you
- N-Mines spawned as nuclear retaliation now spawn targeting markers
- Improved leveling on glitch sounds
- Some frequent sounds slightly randomize their pitch each time they are played
- Screen glitches now sometimes effect ui boxes
- Screen glitching now generally spawns less individual distortions, but makes them overall larger
- Screen glitch distortions animate slower
- Added limiters for the amount of individual enemy types that can be spawned simultaneously
- Added limiter for the amount of homing missiles that can be in the air simultaneously
- Enemy heavy kinetic shots now deal 5 damage
- Enemy chaingun shots now deal 4 damage
- Fixed a bug preventing player from picking up Hyper Conductor
- G-Link Ammo and Shot Displacer no longer impact mouse cursor speed  
- Fixed a bug where max boost force threshhold would not take effect on Anti-Grav Engine  
- Removed a stray message mentioning shoot key to open chests
- Fixed a bug where X-Ray Laser would not show up correctly in pause menu
- Fixed effect volume options not affecting tier 1 fighter firing sound in some cases
- Attempted to make shot homing calculations more economic
- Removed a stray passive item from the active loot pool (probably fixes negative cost starting chest)
- Potentially fixed a problem where overkilling the nuke silo would break boss 3
- Fixed a bug where some fighters would spawn too much debris on death

Good catch with the sound. The physics thing is caused by the game looking at all the forces impacting the player jet when checking when calculating the counteracting upwards force while tunnelling. I'll rework that. I'll check again if boss engines are immune to kill shot. There is also a bug where the boss spawns too close to an floating island which can immediately destroy one engine. (The boss spawn might still get reworked a bit with you actually seeing it jumping in.) Sorry if I'm not posting rapid fixes right now, I'm kind of in the middle of making content for 0.74 (X-Ray) but I might be able to fit in a bug-fix update before in. Please rest assured that a lot of stuff is happening though. :)

Thanks for reporting in, I'm tracking all this, will be taken care of with the next update.

Right, that lag was inbuilt, I consider removing it altogether since it otherwise impedes mouse aiming.

Perfect, I fix that one. Thanks!

(Edited 1 time)

Do you remember how the icon above the chest looked?

Good catch, the tutorial bug should be fixed now. I'll look into the other stuff.

Posted in change_dog.txt
(Edited 1 time)

HDog Ace Access Build 0.7316 (Ultraviolet)

- Fixed a bug preventing tutorial dummy targets from moving/acting

Posted in change_dog.txt

HDog Ace Access Build 0.7315 (Ultraviolet)

- Fixed a bug where destroying IFVs would refund double the points to the enemy point pool
- Fixed a bug preventing IFVs "dying" state from taking effect
- Cut some redundant object creation and destruction when collecting SRM
- SRM spawners favor spawning higher value srm pickups instead of low value more now
- Fixed tutorial now resetting srm counter color to non-tutorial color
- Fixed a problem where boss three would spawn additional ground props
- Fixed boss three not spawning air props sometime
- The game now has hard limiters on late game spawns, preventing too many enemies being present at the same time
- The game condenses SRM pickups to high value variants if too many SRM pickups are present at the start of an intermission scene
- Increased SRM pickup attraction force
- Dying enemies now get destroyed on intermission launch (eliminates the chance to forgo SRM rewards even though an enemy has been beaten)
- Streamlining: Changed some common binary state checks from strings to values
- Fixed a bug where destroying two carrier engines simultaneously isn't counted correctly towards carrier engine loss
- Toned down screen glitching on carrier destruction

Good to know, I'll put some failsaves in for when too much srm is present.

(Edited 1 time)

Yeah thanks for reporting that, I'll look into it. How far into the game did those crashes happen? I guess if you got 750srm after I fight it must have been pretty far in. You can get fractions of SRM (but the game isn't supposed to show you, that's a bug.) The mid and endgame and enemy spawns will still change a lot, but I'm a little worried about those runtime and memory usage errors. I'll look into it.

Hm ok I'm investigating the RAM usage thing. If you want you can you try running the game with particles disabled, that might have an effect. About a pushback: Might be a undiscovered bug, but is probably melee breakage. Melee weapons all have a limited piercing value and they will break after exceeding the amounts of enemies they can hit in one strike. This will destroy the current strike, throwing you back depending on weapon damage. Light weapons like the Sai or the Katana break more easily, the knife even breaks after one hit, but deals hight damage. Heavy stuff like the Hammer or the Maw basically never break. There are some melee passives that increase piercing.

Posted in change_dog.txt

HDog Ace Access Build 0.7312 (Ultraviolet)

- Fixed auto resolution not scaling background correctly
- Removed largest fixed resolution option for testing purpose
- Fixed mouse aiming taking effect during intermission scene
- Fixed some bad item description/quotes
- Fixed some typos in item descriptions/quotes
- Targeting cursor from mouse aiming now takes priority over any other mouse cursors your run might use
- Fixed some odd background sun behaviour in tutorial
- Changed on-screen messages to a more robust system that should work better with custom resolutions
- Removed to demo for the meantime, since it is fairly outdated and refers to the concluded greenlight campaign a lot. I'll eventually make a new, more up to date demo build

Posted in change_dog.txt

HDog Ace Access Build 0.731 (Ultraviolet)

- Fixed new actives not drawing their correct pause description
- Fixed tutorial pause locking player move state (?)

Thanks for tuning in! Just in case, are you using dual monitor setup? I'm not sure but that migh break the auto option. I'll take care of the color bars bug and the other stuff tomorrow. Multiple of the same passives is still intentional, all passives are designed in a way that copies amplyfy the effect. (Two times powerty makes srm drops worth even less but also increases chest drop chance even more.)

Enabling strafing for keyboard aiming is under consideration. I'm not sure whether mouse aiming really makes things easier, or at least personally I feel way more vulnurable with it enabled... But overall the whole thing is definately too easy right now. Also: Look at all those things you can't buy! :D

HDog made it with the last batch of greenlit games! Thanks for your votes. :)

Posted in change_dog.txt
(Edited 2 times)

HDog alpha 0.709 Ultraviolet is finally here, featuring a lot new content in terms of items, as well as some general improvements and quality of life tweaks. Thanks for all your feedback so far, the alpha and AMAZE have been very valuable in that regard. Please continue to report any bugs or odities you might encounter. Some of the new stuff is still subject to change/might need rebalancing. Full dev log is
coming during the next days.

Content
- Basically doubled the amount of actives passives, and weapons available in the game. Especially weapons got a lot new additions, including many new melee options.
- Player can now enrage with certain items, enemies can be EMP or confused. More effects like these have been added alongside the new items.
- You wont find duplicates of weapons you already have anymore
 
Movement
- You can now reverse thrust to break. This can also be used to hover more easily over ground targets.  
- You can now toggle mouse aiming at any point during the game. This makes left and right act as strafe keys. The mouse aiming thing is still WIP, I'm not convinced whether it is really feasible, generally I prefer the existing controls but I leave it in to give you the option. Mouse aiming will also interfere with some item function, so yeah, WIP.
 
Quality of Life Tweaks
- You can now rebind the shoot and jump keys. Mouse 1 and 2 will always retain that function though (you'll need that for some items.)
- Very large screens are now supported. The largest resolution option is now "auto", which will have the game detect your screen size and adjust accordingly. (This won't work well on very small screens.)
- Getting hit now displays some screen glitching, giving some more feedback when you take shield damage
- Gravity is slightly lower, and the camera follows you further down when near the ground
- Clouds change appearance depending on background, makes them stand out less and hopefully makes the playing field a little clearer. Background clouds and the nova are now slightly transparent, again to increase visual clarity.


HDog Ace Access Build 0.730 (Ultra Violet)
- Added 41 new passives with various effects, have fun finding out what they all do :)
- Added 9 new actives (defense, offense, utility)
- Added 18 new weapons (heavy and short-range melee, shotgun variants, light HE launchers, death ray and more)
- Added better homing support for all weapon categories
- EMP: new status effect, prevents enemies from attacking/using abilities, airborne enemies fall out of the sky
- DMZ Field now also EMPs all enemies on the screen for a short time
- Enrage: new player buff, gives large bonus to crit chance and boost ignition
- Acum damage combo multiplier per shot now changes depending on weapon
- Streamlined on hit event for player shots a bit
- Radiation and Damage Cascade shots no longer loose the effect upon inflicting it
- Bonus damage from crits now ignores enemy damage resistance
- Acum damage no longer ignores enemy damage resistance
- Removed unintended piercing bonus on Katana shot deflection
- Fixed pause menu loading and unloading tons of star assets in the background (might fix windows pause lag)
- Fixed parts of the tutorial ignoring sound options
- Camera will follow you further when near the ground (improves visibility when doing air-to-ground combat on lower resolutions)
- Lowered shake on Katana strikes
- Lance combo has a little more reach now
- Opening chests during intermission now requires some button mashing
- Fixed Flares not being part of the actives loot pool
- Added reverse thrust ability, can be used to break/hover (mapped to s by default, can be remapped in options)
- Some engine items now also affect revers thrust
- Containment Shutdown now changes the color of your burn and also applies to reverse thrust burn
- Pickup quotes remain on screen a little longer now
- Experimental: SRM pickups are way smaller now (will potentially add an option to no show it during combat at all)
- Added the ability to control jet pitch via the mouse cursor
- Added button that toggles mouse aiming on/off (mapped to t by default, can be remapped in options)
- Background nova is now handled separately from actual background, allowing for more combinations of novas and backgrounds
- Background nova is now less pronounced
- Cloud friends now change color depending on background
- Bakground cloud friends are now slightly transparent (might become a game options)
- Far cloud friends now parallax less hard
- Close background cloud friends now parallax a little more
- Fixed shield particles appearing on melee weapon breakage not being spawned nicely
- XRay Laser fires slightly faster now
- Fixed a problem preventing beams from getting proc effects in most situations
- Melee strikes now slightly turn with the player
- Many melee weapons have more noticeable knockback now
- Getting hit by shots and explosions now produces additional shield particles
- Leathal explosions start more flashy now
- Fixed rebinding some keys in the options not working correctly
- You can now bind fire and jump to additional keys apart from the mouse buttons (default is n and m, mouse buttons still function as usual)
- Knockback from breaking high damage blades is less severe now
- Improved mouse cursor collision detection during intermission scene
- Chests now go on a short timeout after opening them during the jump intermission, preventing player from accidentally pickup up content with follow up clicks
- Dropping flares now has close enemies loose track of you for a few seconds
- Added some screen glitching for when the player takes damage
- Added player location indicator for when player jet is obscured by props/ground/clouds
- Added basic functionality for weapon loot pools (prevents spawning of duplicate weapons during a run)
- Intermission boost counter arrows are way larger now
- Intermission boost counter arrows keep further away from the player now
- The tutorial now pauses when relevant objectives are gives
- The tutorial now also teaches you how to use reverse thrust
- Tons of other stuff I forgot about

Enabling that is under consideration. And yeah, right now its impossible for balancing reasons, I wanted them to be a relevant mid-game threat and shooting them down would make countering them super easy. There are various ways to get rid of them though, some requiring certain weapons and actives, some always work. You'll figure it out over time. :) I can also spill the beans on all the possible counters if you want. :D

Yeah, better large resolution support is under way, potentially coming with the next big update.

Hi David

Thanks for the feedback! More direct shield status visualization is under consideration. Although you understood it pretty well so far. But I can see that an actual bar/something might be more feasible, I'm still looking into that.

Togglable mouse aiming (controlling pitch with mouse that is) will come with the next update.

And thanks for the colab offer! I'm a little occupied with managing the project as a whole, as well as with my freelance gig, so I'm not sure if I'd have time to spare for managing that. Also I'm poor and you shouldn't give me your words for free. <3 But out of curiosity, have you read anything by Iain M. Banks?

It's under consideration, but hard to test on Linux. I'll look into it at some point.

People on steam greenlight brought up the idea of enabling the player to aim with the mouse, meaning making your cursor visible permanently and have your jet turn towards it (at your current turn rate). Thoughts?

Created a new topic HDog on Steam Greenlight

Please consider giving the game your vote. This would help me out a lot. :)


Yeah the mouse thing is a remnant from an early version of the alpha cards on the title screen. I'll hide that away again at some point, but it will eventually be used to select ships. Are you seeing the games mouse cursor or an regular windows cursor though?

The builds previously to 0.7084 actually had a major slip up in regards to optimization. I got the problem identified no. The game will probably still improve further in regards to performance.

Posted in change_dog.txt

HDog Ace Access Build 0.7084 (Infrared)
- Fixed a piercing shots not piercing correctly at low piercing values
- Added failsave to prevent go button from escaping during wave intermission
- Improved performance by caching way more regularly used assets at game launch