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PhilG

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A member registered Jan 12, 2018 · View creator page →

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Hey thanks for the very nice comments :)

For what it's worth, if you'd like to try again, I updated the game's page with a new version where "all" controllers should work. I also implemented the tweaks you mentioned. It does indeed feel better now, thanks!

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!

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! :)

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

Awesome idea! almost gave me a little headache, but I think that's a good thing  :P

Ok, I *think* I fixed the enemies not spawning. And I attempted a new fix for the shoot input bug!

Oh man I seem to have lost a bunch of stuff while reverting to the end of jam commit. I'll see what I can do

Hi! thanks a lot for the comment! I updated the build with a bug fix for the input problem, since another user mentioned that we could bug fix up to October 5th. I'm not even sure I actually fixed the bug since I only have a PS4 controller so I can't test.

I have to thank user PhilippTheProgrammer for the help on the bug :)

One last thing: I continued to work on the game since the end of the game, but it wouldn't be fair to update the jam submission with actual improvements that was done outside of the jam, so I made an out-of-jam version. Here it is!

(1 edit)

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

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

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

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

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

This is super fun! Good job!

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

Niiiice! :)