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That pesky non-colliding asteroid... each time I wanted to repro that issue it would just not happen. And when someone else tried the build, it did show up... that bug is mocking me.

Thank you so much for playing and for the kind words!

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I replayed it a few times and managed to relatively consistently reproduce the bug. It seems to happen when there’s too many asteroids on the screen and they start spawning on top of each other. If you pick the pistol from the first and second box, and then stay close to the bottom of the screen, only shooting enough to defend yourself, then eventually you’ll get a few non-colliders, especially when the first few gun asteroids spawn. Not sure why it’s happening, but might be something to do with how the asteroids push themselves apart while also being clamped within the play area. Also, I just discovered the palette swap in the menu, really nice for switching things up between runs!

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Ooooh that might be it. When they push each other, they might be also shifting their Z position, and eventually getting out of the way of projectiles. You may have saved me from hours of debugging headaches, thank you so much!!!

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No problem, I’ve ran into similar issues in the past when making 2D games but working with 3D transforms. Had a lot of trouble with sprites disappearing beneath the background or above the camera Z-layer because I was just taking the vector between two objects, normalising it, and flipping it, without realising it was slowly shifting their Z position too. Glad I could help though, hopefully you get it fixed for the post-jam release!