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tito76

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A member registered 1 year ago

Recent community posts

One of the best fighting games ever, but actually unplayable without adjust keys. Jump button should placed on top (Y gamepad button). I Know your criteria is adopted for many games, but is simply wrong and unnatural. In facts, lower button can be used for duck, slide, pick up or elseware in some games.

All my games are edited with Jump on top, sometimes I use Xpadder, other times XInput Plus (sites.google.com/site/0dd14lab/), but in that case the modified dll does't work in unity games directories. :\

The perfect config is to put kick on the right (B) becouse, imagining the player usually facing to the right, are longer than punches (X) and can be confortably pressed with kick (also together in some games) for flying kicks.

Download? :P

Well, I knew about it, mine was a dirty attempt to persuade you to change the method xD

As alternative, If you can make a curved paddle (with a selectable option if you prefer), you'll make me happy! :P

(Edited 1 time)

Seems good, but missing the gameplay basics: the ball must bouce at angolation according where it touch the bat, independently from the incoming trajectory. In other words, need the possibility to direct the ball at the opposite direction of the incoming angle. A rounded bat would be ideal, or else giving a 30 degrees of deviation when touches near the center, 60 at the distance between middle and extreme, 90 at the extreme.

Posted in Compatibility

v0.1.1 tested and... success! For both 32 and 64bit. Only small glitches can happen during in/out zooming, but all it's ok in the game.

BTW I'd like an option to disable blurry gfx, it should also give a better frame rate.

A gameplay note: maybe you already know and trying to solve as better as possible, but sometimes is too convenient to keep bouncing on the walls instead of a clean drive. Make a slowdown to the car during bounces sounds to be a good solution?

A downloadable Unity build, please? XP can't run WebGL :/

Posted in Feedback

Love it! Here 3 things:

1. Please, an option to zoom out the view, i'm too lazy for memorize the tracks :P

2. Why the cars can steer on air? So noobby!!! :)

3. Via gamepad, the analog stick reach the full steering at 20% circa, the remaining 80% is unused (dead end zone). I think that the sensitivity will be automatically well calibrated after this fix. Please consider that this issue can also involve the analog accel/brake (I use RightStick for them).

Created a new topic Compatibility

Hi, congrats for becoming a father! :)

The game is even more better and beautiful, yes!

Becouse I have Windows XP 32bit, I played it on a XP 64bit virtal machine and  there is a graphic issue that I already found in some other Unity games that works on XP despite are not compatible declared. Here the snapshot:

The problem happens for the "Track" view mode only, it exactly starts after the key control selection and the cam has ended to zoom out, showing the entire screen.

I think it depends by the new blur effect, can you add a option to disable it in the next version?

Also, can you make a 32bit build too, please?

Thanks for your job, love the game :)

No XP compatible :(

Posted in BigSmo comments

No XP compatible :\

Data folder missing in the download :) PS: a 32bit build please?

bug with 2 xbox controllers connected: all buttons are shared from both players (1P controls 2P also and viceversa), axis are ok (i've changed accel/brake to RightStick, please keep up this possibility) and in menu, only 1P can change color.

Confirmed: no XP compatibe... tnx anyway :)

No XP game.. what a mess :\

download file doesn't contain the game, but a kind of gamemaker2 app only (i have XP, maybe it is the problem?)

Note: no XP compatible

Not XP compatible :\

Posted in Lost comments

No XP compatible :\

(Edited 1 time)

Really well done, quick notable by the fact that diagonals move speed are equals to the others (by rotating, the ship create a circle, not a square like many famous crappy games).

Here my contribution to who is crying for the gamepad controls. ;) This guide is usable for "Project SHMOOP 1" also.

Extract the game exe with 7z, you'll se all game files and the REAL "shmoop2.exe".

Open "XInput Plus" (sites.google.com/site/0dd14lab), choose the new "shmoop2.exe" file, and swap buttons as you like (will be created custom dlls in the some folder and a ini file). Also you can disable all buttons ad use Xpadder (v5.2 is better, it doesn't dirty your system) to do the job.

Obviously, the best commands are:

X = Shot; A = Bomb; LB = Burst; RB = Speed.

aaaahh.. not for XP :\

Created a new topic Compatibility

I have windows XP, so I've repaced the whole "system_data" with Blender v2.74 (lastest XP compatible one).

The game now works, but there is a strange issue: hoding down a flipper button, it moves continuously up and down without stop. Maybe the game code is specified written for native german input only, and other locale keyboards does not match the "hold Ctrl" function?

Unity version, please?

It's not XP compatible :\

Aaaaaaa, that kind of controls again! :)

Jump button should be placed on top. it's a long story but the trend about jump placed on bottom started with a porting error from coinops to old consoles gamepads and keeped up by novadays... only a few games use the right method: Y for jump and B for action, both covered with the full thumb.

Consequently, others will be X for LightAttack, B for the Strong, A for Kick.

And here my serius control method: :P

Up for jump, better without multi jump, and most important the char must jump when touches the ground if the button is held down again in air.

X for LightAttack, Y for the Strong, A for Kick.

Uh.. just tried XInputPlus (sites.google.com/site/0dd14lab/) and I've fixed the controls, Also, balancing the rapidfire, now is possible to make a triple jump at max height by simply holding dpad Up. Well, thanks anyway, hope something here could help. :)

Incomplete download, data folder missing :)

Suggestions :P

1. Zoom out view option!

2. Less sensitive analog steer (half should be good).

3. Default gamepad input: "Back" to respawn (no double tap), A/RightStickUp to accel, X/RightStickDown to brake.

Keyboard:

1P = Left, Right, NP1 to brake, NP2 to accel, Backspace to respawn, Enter to start.

2P = A D F G Q E. 3P = J L ; ' U O. 4P = Del PageDown NP8 NP9 Ins PageUp (of course is usable only if 1P uses gamepad).

4. HUD switch option (the text covers half of the 2P visual in 4P mode).

5. Music volume option.

Please do not change the driving style, it's unique and fun! Otherwise the game will feel like many others, vanishing in the mixture...

Unity version, please? WebGL is not XP compatible :P

Unity version, please? WebGL is not XP compatible :P

I played hundreds Unity games on XP without problems (web and downloadable builds, exept the 0,01% around maded with Unity5). New OS are a downgrade of XP, are mutch heavy, slow, hardware eaters, full of random issues of all kinds, all sort of uncompatibilities, etc.. in other words, a full virus pack and nothing more. I've a full organized workstation with a lot of stuff: a OS switch will cause an enormous work to re-sync all (stupid Microsoft have changed all OS path names for example). New OS are business traps, I'll wait a serious real definitive one like ReacOS ;) http://reactos.org/

Unity version, please? (WebGL isn't XP compatible)

Thanks for exhaustive reply. OK, the solution is to press Enter to start and use keyboard controls on Xpadder. The mess is that is not possible to use the method for multiplayer becouse the game supports a single player only on keyboard. Well, maybe I have a last chance: "XInput Plus" uses custom editable dlls (xinput and dinput as well). When placing it in games folder, the game's exe read it bypassing the default of Winows folder. For Unity games doesn't work, strangely the beep of detection cofirmation sounds but controls not changes. I tried placing it everyware, also replacing the original on Windows folders, but game do not start in this case. Have you got idea where to put them, please? If not, really thanks anyway!

A Unity version, please? (WebGL no XP compatible)

I write here about "Double Duder" because no comments are avaiable on that page.

I need to place Jump button on top (Y gamepad button). I Know your criteria is adopted for many games, but is simply wrong and unnatural. In facts, lower button can be used for duck, slide, pick up or elseware in some games. I know you all programmers are influenced by the trend "X to shot and A to jump", but it's simply wrong.. jump should be placed always on top position. This error is originated from coinops to console conversions: apparently they had the action button on the left and jump on the right, but not.. as you can see on any cabinate, the jump button is on top!

All my games are edited with Jump on top, sometimes I use Xpadder, other times XInput Plus (sites.google.com/site/0dd14lab/), but in that case the modified dll does't work in unity games directories. :\

The perfect config is to put kick on the right (B), becouse imagining the player usually facing to the right, are longer than punches (X) and can be confortably pressed with kick (also together in some games) for flying kicks.

Hope you can help me, I don't want miss to play this really good game :P

Can you add Unity versions of your games? (WebGL not XP compatible)

A 32bit version, please? :3

(Edited 2 times)

There is no reason to release the shot button, so all the game audio is "pew pew pew pew". Tnx for the update, classic XBox gamepad tested and works perfectly. But config is still bad for me... the jump is in down position (A), and duck in upper (B), doesn't feel contrariwise? I know you all programmers are influenced by the trend "X to shot and A to jump", but it's simply wrong.. jump should be placed on top position. That error originated from coinops conversions: apparently they had the action button on the left and jump on the right, but not.. as you can see on any cabinate, the jump button is on top! All my games are configured with Y to jump and B to shot, perfectly confortable by covering both them with the entire thumb. Finally I've seen that some games use that solution today.. so the time is good for a fixup! I notice you've added duck+shot, but my suggestion for remove duck button is still suitable: to shoot down, simply hold button and push down from stand position. It can be applied to the jump also: move up to jump, and in the some way hold shot from stand to shoot up. Yes, I love simple controls! :) Another thing to correct is that the char should jump again by touching the ground if button is released and then holded down. EDIT: Done a trick to play with a single button via XPadder... yes! It's too complicate to explain, so here that ready-to-use one: just download http://www.mediafire.com/?lquqo6kijcn0vgn and execute "Alien Invasion Game [Xpadder].bat" (it's configured for XBox gamepads only)... now you can jump moving up, duck moving down (it automatically shoots also, it's aworkaround of a config limitation), and holding X + move it will shoot in all directions. The jump "bug" described above is mutch annoying with that new control method, hope will be fixed! Tnx all and good game! :)

Posted in B!Side comments

Yes game! Only needs a play countdown timer and it's perfect :)

Very attractive game, tnx!

Btw it needs some fixes:

The continuos nag gun sfx forces to turn off the volume. Fix: just remove it (hearing enemies bullets only is mutch useful!).

Gamepad dead zone seems to be set at 2% (best 40% for XBox models) and buttons are in random position. My suggestion: Y to jump, B to shot, down key to duck. To shot down simply hold fire button and move down.

Uh, strange.. all Pico8 games works for me, maybe your has something different? (now I've just tested others again to be sure, no issues)

Another "RT accel game"... and controls can't be changed completely from Unity laucher :(

I'd love RStick to accel/decel. LT to look left, RT for the right, both to look behind. LB to Jump, RB to Boost, BackButton for cam, and OK for Y to flip.