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Hitori Sensei

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A member registered Nov 05, 2016 · View creator page →

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Hello!

Thank for the feedback 😄

Of course, what I've suggested might sound nice in theory, but every theory is worthless unless checked with the reality, and to check this properly was to actually try it in a game. And it looks that in this case it was a miss 😅 It's nice that you've tried it, I'm flattered.

Maybe it will be handy if you ever try a fixed-camera setup in another game 😉

Nevertheless, I'm sure that Desmond's Castle would work perfectly in twin-stick gamepad setup, feels like bread and butter 😄

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Here's the project code with three examples:

https://hitorisensei.itch.io/unreal-project-example-top-down-360-mouse-targeting

  • the "Look at mouse" which always points the attack at the direction of the mouse
  • the delta-derived attack angle, which changes only when player moves the mouse
  • ...and version with easing added

I've never shared the whole projects before, but I hope it will work :D
I can drop the compiled version too, just need to know the system you are using.

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Dude, that game would be such a bang in the C64 golden era! I bet Ocean would like to have a release 😄

I would definitely have it on my favourite pirate compilation.

I believe the best explanation will be some source code 😄

I'll put together some UE project later with the example and share with you.

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Out of curiosity, I love when people making pixel art games in 3D engines take care to properly align pixels so the objects actually adhere to the virtual screen resolution. Such a tiny but crucial detail.

Are you using vertex snapping?

The game is awesome, I love it. The story, the graphics, the music, super well works together.

The only issue is the controls. Would be perfect to add gamepad support with twin-stick controls.

One tip for the mouse, unless the aiming direction constantly changing as the player moves is an intentional choice (which is pretty annoying and hard to control), instead of relying on a relation between the player position and a mouse cursor position, it would be better to rely on a relation between player position and a "virtual" pointer bound to the player's node (so the virtual pointer moves with the player). Then every frame add a real mouse delta to the "virtual" mouse position and viola, the aiming direction doesnt change when the player moves anymore. The virtual pointer should also be bound to a maximum radius around the player so it doesn't get too far.

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Just imagine if this would be released on steam with workshop support. Oh my.

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Very important question, for which YM chip was the game desined for?

YM2621 from SG V1 or YM3438 from later revisions?

I wouldn't want to miss a single note played as inteded as you've created a marvelous soundscape in the game!

How to connect logic components in tutorial 0001?

The tutorial note says not to touch live (green) components, but logic gate is always green, even unconnected to anything, with no option to turn it off so whenever I try to wire it, it sparks.

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Like, never. This is not a PSX game, it is just stylized as one.

So, KEKE is now pushing the blocks without bending the rules?

I find it astonishing how you always find a way to introduce a tiny twist to make simple puzzles interesting again :D

Do you plan to ever work with a board games producer to produce and release all your awesome (and brilliantly simple) games in a single package of awesomeness?

SHUT UP AND TAKE MY RUPEES!