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Stevie G

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A member registered Jul 17, 2014 · View creator page →

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The strategy menu is player specific, the others are generic and controlled by player 1 so it makes sense to me.  Never a problem when we play multiplayer, especially when you know it auto cycles.  

Sure  it would be easy to add random or selectable weather in Quickrace but I didn't.  I might revisit but no plans at the moment.

Cheers for the feedback.

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Auto cycling for strategy etc was deliberate as it stays with the one button theme once you've set up the rounds. Not sure what could be done differently but maybe don't press the button when thinking about your strategy. 😀 Also, you can restart a race to redo the strategy if required. 

I think Quickrace has no weather, laps, strategy settings to reduce the menus required. Makes it quicker to start a race.

I don't think the newer tracks were ever tested for bambi on ice.  Even if you explode without finishing you'll still get points I'm sure. If I was even to revisit it'd probably be easiest to just exclude all tracks with ramps.

Strangely, my latest project 'Gass Gladiators is along the same lines with one button racing but more rally style with retro low res  wasteland/mad max aesthetic. Theres more variation in track composition  and less off track restriction too as not tile based. Also has pickups and dynamic weather. Good fun and still 100% focused on timing. I'll post a shot at some point and if you fancy giving it a try when I get to alpha shoot me an email.

Cheers. It was developed using Blitz3d.

The Ai is dynamic. Start on easier tracks and try to just beat them rather than almost lap them. If you win by half a lap the AI skill will increase quicker. It's a demake of arcade Super Sprint so mimics all aspects, including no brakes.

Multiplayer is local offline only.

Cheers. Still life in the old dog!

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No

In order to complete the Training you needed to blow up the oil drum, the same applies to all other Stages. I'll probably have them flash intermittently if they are the outstanding objective to remind you. As for NPCs they are meant to get in the way. You don't need to keep them alive to complete a Stage but it will impact your ranking, which might impact the ending.

The green pit is a red herring, you'll never make the jump. Get the green keycard from the right side.

Its meant to be hard. There's a gray platform just to the right of the mined area. Jump/Drop down from there, holding left.

I could easily add the cpu names editable in the options file but I'm busy with other stuff now. I might revisit as I did spend a lot of time during testing watching in spectator mode. Found it quite hypnotic.. What would work better in terms of switching between vehicles?

https://stevieg.itch.io/wuhan-gang

It's a  Pixel Art, Retro, Platformer.  Part Puzzle, lots Shooter, all on a single screen.  Lots of blood and gore if that's your thing :)

Zoomed in shot below.


 Made in 2.5 months for a competition.   Feedback, playthoughs and bug reports very welcome! 

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Of course - there are 5 levels of difficulty. You can race against 21 cars in  custom mode.

He is tough. I've sent you an email.

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Gunstar is a retro, top-down, multi-directional shooter influenced by classics such as Zarch, Time Pilot, Asteroids and Starfox.

Trailer

Link below ..

https://stevieg.itch.io/gunstar-release

Cheers. Email me at stevie@steviegoodwin.plus.com with more info about your setup and we'll get the full screen working for you.

Cheers. I do intend to make an improved version some day with more detail/colours, better particle effects, banked track elements, tunnels and a track editor. Ill probably stick with the low res though as it's nice and quick to work with. 

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Are you using the itch app?  I don't think it works on that.

It may be something to do with the default screen res - which is 1280x800 if your system allows.  Can you try editing the Data/Options file and changing the FULLSCREEN flag to either 0 (scale-able window) or 2 (normal window).  If an ini file wasn't created let me know via stevie@steviegoodwin.plus.com and I'll send you one to try.

Cheers

Stevie

First person I know of that's completed all the challenges - well done - some real tough ones in there!

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Nice Video - keep em coming!  Did you complete all the challenges or just go for the cheat to unlock the party games?

 In Hoverball, when someone picks the ball up it's shielded so can't be stolen for a couple of seconds. 

The gray score at the side of the leaderboard score is basically a percentage of the overall points scored which each player got.  Something to separate most of the ties.

Yes. It's a Windows only game and it should work with any controller.  Never got around to including joypad configuration but you can change the accelerate and pause buttons by editing the following fields in the "Data/Options.ini" file .. 

Turning will be with the d-pad or left analog.

[PLAYER 1]
JOY_ACCEL0 = 1
JOY_PAUSE0 = 2

[PLAYER 2]
JOY_ACCEL1 = 1
JOY_PAUSE1 = 2



This is for a competition where the gameplay had to involve a maze.  I'll be adding plenty of stuff post comp, including multi-player and some additional graphics.

Feedback very welcome.

https://stevieg.itch.io/vanarchy

Version 1.2 now available for download.

Sorry, I don't use unity so this question is better asked on their forums.

Cheers

Stevie

The tracks were created using my own simple editor which was written in the same language as the game - Blitz3d.  There are approx 1000 different 3d tiles which are placed on a 9x9 (2 layer) game grid to form the track.  I don't think a video would help.

Great vids, thanks for taking the time to do them - much appreciated!  p.s. My record for Stockland is 11.253 :)

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Thanks for the recording, I know what the issue is and it's a simple fix.   In Zoned Out to determine death a check is made on distance traveled (track sections) between the car and the leading car.   If a car goes through the pit lane it travels for 2 extra track sections so will only die when the zone is 2 track sections ahead.  For Zoned Out I just don't add to distance traveled if a car is in the sections immediately before or after the pit lane building.

I'll get a new build compiled once I've had a chance to revisit the AI.  Thanks again for spotting and more importantly getting a recording of it :)

Looks like you may have found a bug if the CPU is forced to go through the pit lane - cheers.  Will look into this and sort in a future build - may be hard to replicate right enough.

Also, in Monsoon conditions, going through a tornado knocks you off course randomly which explains why you swerved @ 5:25 and why Blue was naff in the cat and mouse.

I get the impression you are no longer challenged by the AI.   You seem to be racing in wet conditions most of the time and I think the AI is probably a little bit too cautious.   I'm sure it can be improved so will look into this also.

Cheers

Stevie

Great vid - cheers!  Looks like there is a wee bug in the scores being displayed for 'Snowball' mode.  I'll see about getting that fixed.

Cheers

Stevie

When I can make more selling indie game than I make in my day job I'll sort out the editor .... until then :)

p.s. Any exposure is very welcome and much appreciated!

ONJ, I just posted an updated version yesterday which includes the new Kryptonite track pack and a few other enhancements.  The game now stores the top 5 lap times.   The editor isn't user friendly I'm afraid .. maybe some day.

E-mail me at stevie@steviegoodwin.plus.com.

I've no plans to work on this game again I'm afraid.

I have my own level editor but it would not be worth the effort to incorporate into the game I'm afraid.   I have been building new ones regularly to play with friends so have about 200 tracks now.  I haven't added any of the new ones to the download.  Maybe at some stage in the future if there's enough interest.

Version 1.1 now uploaded.    

Includes 4 new tracks, much improved AI, Jumps and Gates.

Feedback welcome.


Version 1.1 now available for download.  Feedback welcome.

Your money is in the post ;)

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Thanks man.

It was done for a competition.   It won :)

I have been adding some things to it as I didn't have time to add them before the deadline and always like to complete my original vision. Ramps to jump and gates which open and close for short-cuts have now been added to some tracks.  The biggest improvement is with the AI - it now gives you a better race and adapts to your own performance.  I've also added 4 more tracks.  

Some screenshots ..


Hopefully have a new upload over the weekend.  I don't plan on expanding it any further but might do this type of game again in the future.

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Final version uploaded which includes some minor changes:

  • Starting Difficulty based on starting track.  Try the 'Hardest' tracks for more of a challenge.
  • Start position on grid is the reverse order of the last race.
  • Quitting mid race still saves your score.
  • Track markings to show direction for crossroads.
  • Quicker starting beeps.

Cheers

Stevie

(1 edit)

Final version uploaded which includes some minor changes:

  • Starting Difficulty based on starting track.  Try the 'Hardest' tracks for more of a challenge.
  • Start position on grid is the reverse order of the last race.
  • Quitting mid race still saves your score.
  • Track markings to show direction for crossroads.
  • Quicker starting beeps

Cheers

Stevie