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Olof Næssén

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A member registered Jun 10, 2018 · View creator page →

Creator of

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Thanks! The game engine is a custom written engine in C++.

Cool that you like it! I'm afraid there is no way to support it by Patreon or similar. It's just a game I've been doing on my spare time.

Also looking forward to vol. 2! All in all I think they did a good job with season 4 so far.

Happy to hear you like!

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Sweden. It was an actual conversation I had with my friends when I was 8 as the first Turtles movie got a 15 rating and we were pissed! Nudity and sex did not receive a rating or it was 11 but no one cared to enforce it, but we had no interest in sex and just felt or country was boring and dumb. At the time Sweden had a lot of censorship when it came to violence in films. When the second movie came out it was rated 11 and 7 in company of a parent, so me and my dad saw it. I loved it, he hated it, haha.

DazedInSpace.conf file next to the exe, there is an audio section, pretty self explanatory.

Thanks! Happy to hear you like the music.

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No, no game maker here. This is a completely custom engine written from scratch. It's actually quite nice and powerful, more like Unity but for pixel art games. It's done completely with pure c++ and hot-reloading for everything with a minimal set of dependencies which suits me nice, no dependency on any third party engine that breaks the game.

Someday I will probably open source it.

Detecting is not really the main issue, it's that I don't have Windows 7 around to test it :) But it sounds like XAudio is the way to go. It's much more performant anyway and I would want it to be the default.

I think you are spot on with all your comments and really good. There is a lot of polish lacking and I would like to do much more but it's all very time consuming and between family and daytime work on a AAA-game, it's been difficult :)

It's interesting because a game like this really triggers your imagination and there is so much you can do! More wildlife, more dialogues depending on lead character and timing, more interactions such at looking at toys in the kid's room, mini games such as video games or arcades, deeper puzzles, gadgets etc.

I think the main struggle is graphics to be honest, it takes forever!

Thanks for taking your time to play through the demo!

Your are probably right. I should fix that. My original idea was that people would stumble on it by accident and that it would feel fun. But if you don't it's not great. I also considered a cutscene discussing the safe but kind of forgot about it. Will add it. Thanks!

The hint is that the password for the safe is really dumb.

Sorry to hear about bugs. It seems regardless of how much you test things yourself there will always be bugs.

I think I've triggered the boss bug when I made an engine update and have a fix for it. However, as I need to re-test everything it's unlikely I will release an updated version anytime soon.

Regarding control remapping, you are absolutely right, it should have been there. My engine has currently no support for it, but it's definitely something I should look into.

Finally I'm sorry to inform you that there are no extra levels or hidden features. The only thing that exists is unfinished levels or level concepts at my machine at home.

The game was actually made as a proof of concept for my game engine and after 4 levels I felt quite done with the game. There never was much thought put into the design, so the plasma gun is probably very OP. Foolishly I decided to make a shmup as I thought it would be easy. Boy was I wrong! A shmup requires constant action and variation.

As some time have passed since I finished Death Strike I must confess I have been toying with the idea of a sequel, Super Death Strike. Who knows, maybe it will be a spring project?

Thanks for reporting it. I'll make sure it's fixed in an update.

Glad you got it working!

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You are not annoying at all. I really want to get to the bottom of what is going on. By the way, I actually found some nasty bugs with the config and will upload a new version shortly.

As said I do not know. There has been many many changes between the demo and v1.2. I think the only way for me to fix it is if I can reproduce it myself. You said the game runs too fast, which doesn't make much sense to me as there are both options to enable vsync (which should sync to your monitor refresh rate at the vary least), and to lock the frame rate to 60 fps, and both are on per default now.

If you press F1 in game you will get a debug overlay that will show information about FPS, UPS (updates per second), RAM usage etc. Perhaps you can try to get it to show. FPS and UPS should be 60 normally.

I honestly do not know what is going on on your machine. But I've uploaded a new version with an engine update, which changes the way the game loop is handled to get a smoother refresh rate, and it has support to lock the frame rate (on per default). Might solve things for you.

The file is called DeathStrike.conf and is next to the executable.

I see. That is a pretty old CPU, and I do not even have anything that old that I can test with. Anyway, I've uploaded a new version that contains a config file for the game where you can tweak things, like testing with OpenGL instead of DX10, or windowed mode. 

Sad to hear that. It would of course be interesting to know what kind of specs you have.

You got it working, nice! And I'm happy you seem to enjoy it as well.

Interesting. Could be a focus issue. If you add command line parameter –native it runs in windowed mode with the native resolution. It's not a great experience as the resolution is so small, but at least you can try to focus the window and see if that fixes the input.

I've uploaded yet another build that should output more diagnostics in the error window. At the moment I do not really know what the problem is and have been unable to reproduce it I'm afraid.

I've uploaded a new build that prints a little bit more on errors. If you want to try that, perhaps I can understand what is going on. Also the log file will also print other useful information that can help, such as graphics card vendor.

That is a pitty. If you can share the exact message of the box, or the content of the log file next to the exe, it would help. Thanks!

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Glad you enjoyed it! All games I make is just a small hobby thing I do on my spare time, so I have no plans on ever charging for it.

Well Aseprite is only for the graphics when I do my pixel art,  the actual engine itself is made by me, and it depends on very little.  The reason for going with my own engine is that it's a lot of fun to make things yourself, and I want to program in C++ so Unity and the likes have never really interested me. My current engine is somewhat similar to Unity, but made for 2D pixel perfect graphics and allows you to do all your work in C++, even scripts, which is awesome.

I started a Linux port of the engine some time ago, and got pretty far, but then I kind of lost interest and felt it was better to continue making the actual game instead, so I put it on hold. It's definitely something I want to do at some point in the future, especially so I can get things more easily running on Mac.

I'd love some feedback if you have time and energy to give some! I've sent a DM on Twitter.

I see. Unfortunately I do not plan to support XP, as even Microsoft dropped support for it in 2014. 

What operating system are you using? As 32bit is quite uncommon these days I opted for 64bit to gain more memory available in my editor.

As the source is available here https://github.com/darkbitsorg/db-08_green_grappler, a Linux build should not be that hard to make if you want to. As I currently do not really have a proper Linux installation, I cannot supply one at the moment.