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someguy004

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A member registered Nov 12, 2019 · View creator page →

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I'm still learning to use blender and I didn't have much time to get everything working because half of the week I only have access to a decade old laptop, so the city is a free asset, although I did make some major environment changes. I am planning on making a new city from scratch in future.

The size of the player hitbox was difficult to get right. It was originally 3x wider than it is now because of camera clipping issues. I used a cat model as a reference for scaling everything, so the hitbox goes to the head of the model, but I think I lowered the camera slightly.

I am aware of the bug with birds dying when they're not supposed to. What's meant to happen is each bird checks a sphere around it for the player, and if that check returns true and the player clicks, it runs a KillBird() function. For some reason the controller only gets the message to spawn feather particles if a bird was actually in range, but the rest of the function runs on every spawned bird, so idk what's happening there.

The current bird AI is also an asset which was meant to be a placeholder for my own AI scripts, but I haven't finished writing them yet. Hopefully those will be done soon.

The game in its current state is mostly about trying to get the core concepts and mechanics into a project so that I can work on the other elements later.

I love the style and gameplay. However, the player doesn't seem to be able to die?

If you actually cared about the quality of the game, you could have looked  for updates (the videos). You complain about the dev not working on the game without bothering to spend 30 seconds to find out if he is or not. Idc if you watch the rest of his videos or not, but you can't just expect to be spoon-fed info. You're allowed to dislike the game (you have yet to present any reason for this), but you can't say the game itself is inherently bad, because there are many good mechanics, and good gameplay. You certainly can't (falsely) accuse the dev of being lazy just because you're too busy throwing a tantrum to look for information - especially because YOU'RE the one that's too lazy to perform a quick google search. Get over the fact that the game won't be free, and decide whether or not you're going to cough up a few bucks for a game that is, and will be, quite good, and if you're not you can kindly remove yourself from this games community.

Imagine developing a game for months in your spare time, on top of other games and making videos and not getting a dime off it. Considering his other games are free, I think $5-10 is a perfectly reasonable price for a good game made by one person that will continue to be an active dev.

If you had any sort of brain, and had ever watched Dani's videos, you would know that he is finishing the game, and you can wishlist it on steam. He released an update video more recently: 

He is adding more levels, multiplayer, and changing the grappling.

The game came out 2 months ago, and this is a lot for one person to develop on top of making other games and youtube videos. The reason that the updates aren't on itch is because the game will not release for free when it is finished

"While recording runs, interacting with the game other than through the gameplay itself is not allowed. This rule covers both passive methods (such as RAM-watch) and active methods (such as removing or altering a game disc/cartridge/file while the game is running)."

So it depends on how this is achieved

Trial and error. I only did it once. Go for the wall and not straight for the bounce pad, its slower but more reliable

Using a second window is probably in the same vein as using an external program. Glitches that can be used in a speedrun have to be achieved by the player without manipulation of the program, just the inbuilt physics and mechanics 

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I stopped because my hand was hurting. Not great, but it's a good start.

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