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Why485

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A member registered Jun 26, 2014 · View creator page →

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Vehicles will not be controllable. Please see the FAQ for more information.

https://why485.itch.io/tiny-combat-arena/devlog/272147/tiny-combat-arena-faq

It'll only be for Windows. Please read the FAQ.

https://why485.itch.io/tiny-combat-arena/devlog/272147/tiny-combat-arena-faq

Please ready the sticky

https://itch.io/t/1483667/where-is-the-demo-download

Please read the sticky 

https://itch.io/t/1483667/where-is-the-demo-download

This is answered in the FAQ.

(2 edits)

I've written a new FAQ based on the current status of the game. It answers questions like flyable aircraft (Harrier only), whether or not there will be a Mac/Linux/mobile version (there won't), and if the game will be free (it won't).

https://why485.itch.io/tiny-combat-arena/devlog/272147/tiny-combat-arena-faq

There will not be a mobile version of the game.

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It's Unity all the way down.

As with the original Tiny Combat Arena, this little mini-game has been unlisted for the time being. I keep seeing chatter around this demo as if it is representative of the final game and it simply isn't at all. They are quite literally different games.

That said, I do plan on making this available again at a later time, or if I can figure out some better way to distribute it while still making it very clear that it's not the same thing as the game on Steam. 

There are no current plans for a demo. There may be some kind of play test event like Carrier Command 2 recently received but it's not something I can confirm yet. If any play tests do happen I'll be sure to announce it as a dev log.

It will cost money.

Flaps and gear are functional and the flight model is completely different.

For the time being, I've unlisted the demo download since the version that was previously available is so far removed from the current incarnation that I'd rather it not cause confusion. I plan on making it available again at a later time, or if I can figure out some better way to distribute it while still making it very clear that it's not the same thing as the game on Steam. 

Many, many thanks to all those that supported me along the way and continue to. It's pretty amazing to be working with MicroProse on this, since the lite-sims of the 90s was the biggest inspirations for this game and way back when, MPS was one of the kings of the genre.

Many, many thanks to all those that supported me along the way and continue to. It's pretty amazing to be working with MicroProse on this, since the lite-sims of the 90s was the biggest inspirations for this game and way back when, MPS was one of the kings of the genre.

For the time being, I've unlisted the demo download since the version that was previously available is so far removed from the current incarnation that I'd rather it not cause confusion. I plan on making it available again at a later time, or if I can figure out some better way to distribute it while still keeping it separate from the game on Steam. 

The price on Steam for the released game is TBA

https://store.steampowered.com/app/1347550/Tiny_Combat_Arena/

The final release will not be free.

Tiny Combat Arena is the most recent version of the game, but it's still very outdated and not representative of the current game. The final game will be released on Steam.

The game has been built in 32 bit since 0.3.0. It's possible your PC is too old and can't play the game. What are your hardware specs?

There's no intent to be a hardcore simulation, but it won't be as arcade as Ace Combat. There are no plans to add modern planes to the game. The focus is on Cold War aviation, with the AV8B probably being the most modern thing that'll ever make it into the game.

Thanks!

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The version of the game currently available is extremely outdated, and not representative of what the game looks or plays like now.

No development or bug fixes will be made to the currently released version. A download link is provided only for archival purposes, and will be removed when a new version of the game is available.

Thanks for playtesting!

At high speeds yaw won't do much, but at low speeds and especially while hovering it does a lot.

Added, plus a whole host of other info.!

You'll have to give more info than that. A screenshot would help too. If you're seeing pink textures everywhere (guessing), what are your computer specs and are your graphics drivers up to date?

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I just tested with my own DS4 using DS4Windows and it worked fine. Do you have other controllers connected to your computer that might also be sending input to the game? I know when I have my throttle connected and it's pushed forward, it'll send erroneous input to most games, so I need to make sure all of its axes are zeroed out when playing anything.

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If you lowered the throttle, you could have righted yourself. With the throttle maxed as it was, you were basically pushing yourself into the ground. You're not missing anything with the sound. There is no sound.

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The Harrier cannot carry torpedoes in real life! At least, not to my knowledge. My main inspiration for this, Wings of Fury, has them and I thought it would be fun to add in even if it's not realistic. This game is full of weird ahistorical stuff to begin with (Flower corvettes in the same game as a Sea Control Ship?), so it doesn't stand out too much I think.

I updated the game to support a free look with the right thumbstick. That is probably the last feature I'll add to the game, as I don't plan on continuing development.

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I think the flight model I probably will at some point, since I really like it and is so self-contained it's ported pretty much 1:1 from its test project. Pretty much all the other mechanical parts of the game, such as the weapons, are sourced almost verbatim from my own GitHub.

The game as a whole actually feels like a decent start for a future (if simple) product, so I'm hesitant to just open source the entire thing. People would also have to purchase Shapes (which I highly recommend either way), since this game makes heavy use of it.

That said, I know people have done some pretty wild things with reverse engineering and hacking stuff into Unity games recently. As long as they don't profit off it, I have no qualms with sufficiently motivated people doing that and expanding the game that way.

I considered it, but I didn't want to spend the time for a quick one-off game. I was already doing a lot of experimental stuff with the controls (i.e. Unity's new Input System) and didn't want to add more complexity on top of that.

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The terrain is from LMH Low Poly's terrain pack. I highly recommend it and use it for a ton of projects because they look good and are so versatile. Every other model, I made myself in Blender.

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You're going to need to provide more info, otherwise I can't do anything with this. Hardware specs etc. Either way I probably won't fix it, but since this uses the same render pipeline as the current version of Tiny Combat I'm curious what might be the problem.

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Your feedback is very much noted. To be clear, when you say the old/original one, you're saying you preferred the one in this version with the island and F-20, over the flight model test, correct?

I have no problem with it whatsoever. In fact, I would encourage it.

Thanks! I should probably post an update to the itch.io page with what I've been working on.