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Magnanix

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A member registered Aug 02, 2018 · View creator page →

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Building and path regeneration all sorted and in engine :).

Back on campus :D! It's time to get back to work, only ~14hrs of time left for us to complete the challenge.

Lets do it!

Enemy spawning logic and wave management working - including different types of enemies spawning. They all navigate to the base and attempt to destroy it!

Campus is closing now so this will be my last update for tonight, back bright and early tomorrow to continue :)!


Added billboard based UI to track tower/base health within the game, base triggers events on death for game over - all ready for the next step.


Got the enemy functionality in - set up with a Finite State Machine, ready to implement further functionality.

Key element - the creation of an AStar pathfinding algorithm from scratch, fun stuff... In the name of a famous madman: "Its Alive! ITS ALIVE!" :).


And so it begins, starting off with building out the planned movement and control style for the player character. This game will be a third person perspective game instead of the Top Down style of last UC24HRDDC.

Quick example of the player movement:

Thats us, returning once more to challenge ourselves and our creativity in this year's #UC24HRDDC!

Greetings from Alex Milne, John Abel, and Joshua Bosma - we will try to keep this topic up to date with our progress through the jam.


Stay tuned!

Nice opening cutscene, took a bit to get the hang of the bullet hell mechanics.

Didnt help that I turned the volume up thinking it was too low (no sound in cutscene) only to immediately pick up the SEEEGS beam (lol my ears, ouch) XD.

Nice work.

Loved the artstyle! Man do those pixel tyres have a short lifespan (so many van callouts :D).

Nice work.

Art is amazing, love the style :).

Endless running with balance mechanics XD So many things to pay attention to in a sleep deprived state :).

Only feedback would be to add a little more variation into the environment and obstacles if you take this further :D.

Good job!

Nice stuff! The banana boomerangs took a little bit to get used to, but once I got that down the evil rolls were no match for my might!

Great work!

Wow, love the style of this one, my brain is sore from playing it though (especially with the way the camera moves around XD.

I got so close so many times, but then I'd get hit by a car or run into trees due to the crazy swinging camera :P. In the end, I was unable to finish because the world itself threw a curve ball at me... I'm guessing this happened because I took too long to learn the gameplay, and the road pathed back into itself somehow? :P

Either way, amazing job! :).

Nice little tower defense entry :). The second stage starts off a bit difficult due to the surge of big bois right off the bat XD.

Also kept placing towers under the menu when trying to click the tower button (rip), just small things :).

Nice work!

I was invested in this story and gameplay. Is this how Ace Attorney works? I might actually have to give those games a go now :D! Loved the art style too, very cute and eye catching.

Nice work!

My poor spacebar T_T! I got really far, but once you lose the steam from a long run - making it up the near vertical hills is hard on the poor spacey boi on the keyboard :P.

Great stuff either way, once you get passed the strange gravity pivoting at the start and get into a state of zen with controls, you can zoom pretty fast and far :D.

Wow the art style and movement mechanics in this were good, I kept getting stuck up the wall and surrounded by demons XD. The upgrades added a nice flair to the combat mechanics too.

Awesome stuff!

Monke so stronk, monke outcycle a sun! :P

I was a little confused at first - as there wasn't any on-screen feedback for my keypresses, but then I noticed the ship was moving so used that as my reference point. That'd be my only suggestion for future stuff, some form of on-screen feedback for correct button presses is recommended :).

Good work!

Very nice, the style, the gameplay, it all works well. It took me a few attempts to get the rotations and jump timing worked out - and then it took me multiple attempts to figure out what to do at the first wall (multi grind on a single rail!? XD) but after that it was smooth sailing.

I can definitely see the puzzles expanding further (moving obstacles, micro jumps/adjustments, etc - as I see you did toward the end), promise with this concept.

Great job!

What an interesting and infuriating entry XD. Whoever owns this computer needs a strict talking to, holy gods the popup spam near the end was intense.

Nice art too, well worth suffering the opening part again to see :D.

Awesome work!

Nice work! Love the art style of the characters (both in the overlays and the pixel style). Using the different voice clips of the streamers was a nice touch.

A really cool take on the old beat em up style games. I dont know how I managed to do it - but after selecting multiple upgrades I could no longer throw the bike (no projectile would spawn). I wonder if it was the upgrades, or if the pool of projectile objects ran out.

My only other potential gripe would be the bell sound (it was very loud) had to turn the game down very low because it was a little painful in the later stages XD.

Either way, that was a pleasure to play - thanks!

I tried so many times, there isn't any way to beat the first encounter XD?

Defending forever always ends up with blocking the same attack every turn, and if you attack the curry - it 2 shots you :).

Interesting idea, was ready to battle my way through Japanese cuisine, but alas.

Nice bullet hecc game, all those evil monkeys trying to prevent the cyclist from delivering their precious cargo!

Good work!

Loved the art style, and sound work. I must have missed something in the tutorial because I couldn't figure out the offense abilities until I pressed everything. The weapon card in the tutorial chest isn't selected by default, so it looks like it wasn't working - have to click the card, then click confirm (even if its only 1 option).

After that, it was just a case of exploration (tehee), and doing sick flips and tricks (:D).

Great work!

An interesting take on the bullet heaven and tower defense style :). I will admit, my winning run involved very little cycling - I just made a gargantuan fortress of dudes to decimate the evil wormy things!

Nice stuff!

What an interesting story based game :). I definitely didn't choose the cliff option, nope >.>.

Nice work!

This was awesome! Nicely done, I agree with all the other comments though, adding a speed control would have made redoing maps (due to not knowing the vehicle paths until a few run throughs).

I might also suggest (if you plan to extend this further) scoring based on number of runs completed, and number of instructions used :).

Awesome effort! It started out straight into the game loop so by the time I figured out what was going on I was already at -2 lives.

Once I got the hang of it though, I was able to dodge everything, flipping gravity and doing double jump charge tricks. Doesn't seem like there is an end (unless I needed to go for longer, or the negative lives locked me out of it), but nice work either way!

This was wonderful, thank you for making this :). I think this is the first time I've won so many prizes form a claw game, a shame my triple+ drops didn't register and left the capsules in the chute until I cleared and reset it :P.

Awesome work!

The starting screen looks lovely - definitely dig the style (solid colour atlas texturing for the win!)

I couldn't progress further than that screen unfortunately... The standard keyboard keys weren't letting me "join", and my Xbox controller didn't seem to register button presses at all in the game. Not sure if it was something on my end or not, but after a few minutes of no buttons appearing to do anything I had to give this one a close :(.

Great work on what I have seen in the screenshots and start screen though! As well as what others are mentioning in comments below :).

This was a lovely and comfy game, was a little confused what to do at first, but figured it out :). 

Not sure if it was intended, but after the first 4 balloon pops, the other ones weren't leaving behind any rocks - I think they were being flung at supersonic speeds outside of the area. Not a big issue, still went to space in a balloon XD!

Nice work.

Loved the WALL-E vibe of the game, what travesties we have left in our wake... Awesome work all :).

Feedback:

  • I spent a solid 5 minutes trying to pick up the Vibro Power battery, even checked (and it is a known issue) - I never was able to progress passed that point, not matter the angle - even getting elevation using obstacles around the edge of the arena, nothing worked :( wondering if my framerate was too high to catch the triggers. At first I thought that the Vibro Power box wasn't the battery, so spent another 5 minutes spamming the "E" key around the edge of the first area. 

Ah well, sounds like there were some awesome things I didn't get to see :). Nice work either way! :D

Loved the sound effects, "beep beep" XD. Nice work with the game.

Feedback:

  • I found the turning to feel awkward - My initial thought was that the wheels would re-center upon releasing the keys, but when I noticed that they stayed in their position, that made more sense. The only issue then became slowing down to wait for the front tyres to turn (patience is a virtue :P).
  • I wasn't a very good neighbour at all, sure I gave them everything they wanted, but I just picked it all back up again (#ibislife). I still got the thanks and adulation, and on top of that I got the rubbish too :P (maybe the items should have vanished upon second horn honk so that you had to pick all the other stuff up XD).

Thanks for the hard work!

Haha, loved it. The art style was awesome :)! And the way to deal with hazardous and residual waste? Yes.

On to gameplay feedback:

  • I struggled at the start to understand where Residual and Degradable waste went. I managed to find it by visiting the game's page and reading each entry for the different trash. Getting the degradable waste into the fuel at the start was a little awkward - as the character didn't seem to stand on it like the other 2 trash entries.
  • I didn't realize what the "You got a clone!" message meant until 50% through the game, I was just waiting for the junk sorting to finished before moving again, this probably needed a little more detail to the description.
  • At the same time, I didn't know you could carry multiple crates of waste until later in the level too - by accident when spamming the "E" key quickly :).
  • The character didn't inherit the movement of NomNom when standing on platforms, leading to getting jammed in off places, or slipping off the platforms whilst trying to jump to different spots. Just needed to check if the character was in contact with a platform on NomNom, then add NomNom's velocity to the character :).

Thanks for the hard work!

This was a nice little arcade style game, awesome work!

My only issue was that sometimes the trash flew from the left to the right super fast - whilst there were multiple objects that needed to be sorted at the same time. Leaving it impossible to catch the items during their journey. I worked out a strategy for this, having the bin upside down ready to slam it left or right, though - so it wasn't bad :).

This was amazing, finally I got to be the boss instead of the shrine maiden!

The spell construction was awesome fun too :).

Very high level of presentation and quality, interesting idea with playing as the level to get the character through. Good work.

The art is cute as! really nice take on a fishing game where the roles are reverse XD.

The art is cute as! really nice take on a fishing game where the roles are reverse XD.

Very click intensive game, wondering if adding something like a combo counter (that drops when  you kill an egg/etc) might have made it more intense/etc.

Sore hand, but I managed to keep it going for a while :).