secret to the developers too haha...
Thanks for the great lets play. Yeah, I'm aware of that issue, but it only appears a fraction of the time and I'm still unsure what causes it. Therefore it was something I ignored to reach the deadline for my class. However, maybe if I get free time I'll try patching it.
To be honest, I've never really thought of it like that. The breakfast dialogue was mostly me just writing how I felt while working on the game. I I really didn't intend for it to address that. Suppose I can't escape making games with depressed protagonists... :|
Not sure why you're asking, but yeah. Here are some examples of my 2D work
That means a lot to me! Yeah, the camera dolly I set up could use some work, it's really just a lot of parented empty gameobjects and math... I'm not great at math. However, I'm glad you got a kick out of my animations. This was a short gamejam game, and only had a week to make it, but I finally finished something which felt great. The past few few months I haven't published anything major, so it was nice to put something out, even if it was small.
I submitted the game to a small expo my school puts on at the end of the semester. If it gets selected I'll finish it. This was just one level of four. I had already completed the second, but without the other two, it would have been out of place. Long story short the remaining scenes involve: a dead erect horse, a fall drive, and sentient pinball.
I had a week to make a pinball game for a class assignment. There was more I wanted to make and I definitely wanted to polish everything a bit more, but perhaps when I get some free time I'll make an update.
A few days after I finished this game my computer got the blue screen of death and I was forced to do a factory restore inside safe mode, so I lost the project. This is quite sad, but I did manage to upload the game to gamejolt which has a feature where you can disable the context menu through gamejolt, so if you wish to play it without the context menu its here.
Hi Steven here, sorry about the odd gamepad troubles. It auto detects how many gamepads you have to determine if you need to play with AI or not. And it's a bug with the actual gamepad drivers that think there's multiple gamepads plugged in when there really is not. There is full mouse and keyboard support with a reticle to help you aim and navigate the menu, but you have to unplug all gamepads and restart the game to have it work. I admit though that the legacy version is not user friendly at all for gamepads (with the whole B to quit to menu), but this is why I wanted to remake the game. All of the issues from lack of guns, terrible movement, cant sneak past AI, etc... is all fixed in the new version I'm trying to get greenlit. https://www.youtube.com/watch?v=KOZwfGe4L7.
Thanks, and more is being added. There will be an update within the next hour or so to improve performance and completely reduce lag by 4x along with some small improvements on notes I've gotten. However I'm going to try to extend the game to at least half an hour by may.