Short Not a Clone Update: 11th Hour Bugs

Hey, everyone. Have a short update today. At the start of last week, we’ve submitted the latest — and we hoped, last — beta builds to our Beta testers. We’re glad we did, because one of them reported a terrible bug: the game would crash the moment it started! It took us the entire week, but we’ve finally figured out the problem. It turns out the Google Play Games Service plugin for Unity game engine crashes if it tries to log its status.

Also, Apple’s build uploading system seems to be borked as of today. We’re still investigating on this matter:

errorimporting

We’ll be sending out an update build to all the Beta testers (the thirteenth one, believe it or not) this week, and have a one-week long testing session again. Hopefully this time, we won’t encounter any issues!

The post Ludum Dare update (and minor updates to Not a Clone)

Last weekend, we took a stab at creating an online multiplayer shooter for the Ludum Dare game jam. If you haven’t seen it already, it’s a fun 2-player experiment where each player can hack the controls of the other player, disabling up to two buttons. Since the original release had a lot of technical problems, we’ve created a post-jam release that improves on the following:

  1. Explosions and sparks will not sync their positional data to the server more than once.
  2. Increasing how often the player and bullet syncs their data.
  3. Made the opposing player’s animations to be much more reactive.
  4. Changed the health meter graphics.
  5. Vastly increased the range of the radar.
  6. Player avatar now appears as arrows in the radar.
  7. Added a laser to indicate the path the bullet will follow.
  8. Prevented disabling more than one directional key
  9. Shields (called “Reflect”) can now be disabled. The programmer actually forgot to enable this button, and was meant to always be hackable.
  10. Made the player avatars and their colliders much larger.

Hopefully these simple changes will improve the playability of the game.

In the meantime, there’s only a few minor updates with Not a Clone: basically our entire team are enjoying their holidays. There is, however, one new feature in works. Called “inverted mode,” the instructions of a couple of minigames may randomly change to something opposite of the originally intended instruction. For example, in a Totemman minigame, the instructions will change from “Slap!” to “Die!” As one would expect, the intended solution to this minigame would be to figure out how to kill your poor character within the time limit. Obviously, there will be a lot of setup necessary for this new mode, such as keeping track of how many times the player won the minigame before allowing inverted mode, or providing a visual indicator for more experienced players. More updates will be coming in the near-future about this neat feature.

Happy holidays to everyone!

Updates to Suddenly, Thousands: bug fixes

Thanks to the feedback, I was able to fix a few bugs in Suddenly, Thousands. They are:

  1. Changed back the method to detect whether characters can be recruited or not. In a past update, the vertical distance was ignored, but it’s brought back in again after breaking level 11.
  2. Fixed the magenta switches in level 11 and 12 not correctly opening the door upon the first trigger. In level 11, this could trap your character at the top of the level.
  3. Fixed the recruitment radius projector from rotating with the camera.
  4. Shifted the switch and the last obtainable character in level 5, making it difficult to recruit the character.

The following web portals has been updated with this fix:

  1. Itch.io
  2. GameJolt
  3. Newgrounds
  4. Kongregate
  5. IndieDB

Happy Holidays!

Happy holidays from the entire Omiya Games team! We’ve made a few changes to the homepage that we hope you’ll like.

  1. We got rid of the annoying Patreon slider, and replaced it with the much less annoying button on the sidebar
  2. Slightly re-organized the sidebar
  3. Brought back the side bar in the Games and Contact Us page
  4. We didn’t mention this earlier, but we replaced the weird image gallery in Games to Itch.io widgets
  5. Added links to web portals under the Games menu item under the header
  6. Moved the Press-Kit link under Contact Us menu item under the header.