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I had the problem that my ship would not stop firing until running out of energy, which made the game quite unplayable. Really a pity, because it looks really great. Respect for going 3d in a weekend game jam. I know that it's a lot more difficult to create good looking 3d than 2d under time pressure, and you created a really decent looking game nevertheless.

Hey thanks so much for playing and for commenting! It's a shame you got that bug, I don't know what could have caused it, but I have to say I'm not surprised since I really struggled to make the controller work at all. My partner and I are still working on it a bit for fun, so I'll be uploading a different version at some point this week.

Anyway, thanks again

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The culprit might be Player.cs line 169 where you consider any value for the axis of the trigger-buttons other than -1 as shooting. It' possible that some controllers never return a value of exactly -1.0f. I'll see if I can fix it and send you a pull request on GitHub.

Oh wow open source is so amazing I have never had anyone send a pull request I don't even know how that works ahah

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Sorry, but it doesn't seems like I can just fix that for you that easily. Playstation and XInput gamepads use different axis configurations in Unity. You can check out how this works here: https://wiki.unity3d.com/index.php/Xbox360Controller

  • The triggers are axis 3.
  • The right stick are axis 4 (horizontal) and 5 (vertical).

So people with an XInput gamepads like me just need to hold the right stick down when they don't want to shoot.

I don't think there is a simple fix to just make it work on either gamepad. I think you have to add some way for the player to tell you what gamepad they have and configure the control accordingly. Or perhaps switching to the new Unity Input System might help?

Thanks for looking into this and for the info. I thought of the new Input System during the jam but I was afraid I would get stuck implementing a big system that I don't know about in the middle of a jam. I'm definitely planning to know more about it before my next jam though. I have used InControl in the past I also thought I would save time by skipping that layer.

It's too bad for this time, but next time I'll know more about this, and I'll put the necessary time in it

Hey! I ended up doing it. Last night I sat down and I implemented the new Input System, and I was told that it now works fine for other controllers! Thanks again!

Yeah I should have just gone with getting the Input.ButtonDown instead of the analog axis.

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Same issue here, I can't really rate this game since it is unplayable :/
But I agree, that seems to be a nice work.

Thanks for trying, don't worry about rating we did this just for fun anyway! :)

I guess I can't update the project to correct it since it's a jam submission though

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It’s my understanding that you can make bug fixes to your submission up until Oct 5. I believe that’s what the organizers said in Discord.

Also, since this was made in Unity, is there a way for you to export a Linux version? I think I heard it was easy to do in Unity. I’d love to try the game.

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Hey @Klaatu, I'll try to make this tonight, but I've never done this

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Update on this, I didn't manage to make a Linux build, but another user mentioned that launching the game in Wine works!

You can launch it in wine it works fine

For what it's worth, if you'd like to try again, I updated the game's page with a new version of the game with Unity's new input system, and I was told it now works with other controllers! :)