Thank you! It fore sure is a really challenging game, maybe a bit too much. Next time I maybe should leave a bit more time for balancing the game rather than making up random numbers for the enemy spawn counts 15 min before the deadline :D
SourySK
Creator of
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Thank you for your kind words.
Yeah, it was a rough few hours before the submission trying to get everything together, and even though I promised myself not to repeat my last submission time (1 minute 40 seconds), it somehow ended up worse :D. At least it really gave me the feeling "here we go again" while submitting everything just minutes before the deadline.
Hi, It's actually pretty simple. I'm using a standard loading screen setup in slate. Then I'm querying each frame
FShaderPipelineCache::NumPrecompilesRemaining()
to get number of shaders left to compile. If it's greater than zero I keep the loading screen visible and input disabled.
I'm glad you're liking the visuals!!
Thank you! You're completely right, there's a huge bug in the game which in my opinion makes it unplayable - If you shoot anything else than enemy, bullets will fly in random directions, in some cases even towards the player, which can kill him, and when they don't fly in the correct directions it makes it really difficult to finish the levels. As it turns out this bug is shipping build only, so I never noticed it during the development, only after the deadline. I'm really sad that it's there because it's breaking the game :( But I can confirm that it's still possible to finish the game, it just requires a bit more skill than I've intended ;)


