- Death Ray Manta: Price Drop - 12 March 2016
We're nearly six months out and in the spirit of 'proper' budget software, Death Ray Manta is now reduced in price to an eighties-tastic £1.99 / $2.99(USD) It's always been my intention to make good games at affordable prices, I hope this price drop makes it even more affordable to some. Enjoy!
- Death Ray Manta: Price Drop - 12 March 2016
We're nearly six months out and in the spirit of 'proper' budget software, Death Ray Manta is now reduced in price to an eighties-tastic £1.99 / $2.99(USD) It's always been my intention to make good games at affordable prices, I hope this price drop makes it even more affordable to some. Enjoy!
- Small Update And Source Code - 1 February 2016
I've just pushed the first of a few updates for this week. None of which should realistically effect anyone playing the game already but they're mainly prep work for anyone who needs to tweak things. Where we're up to Rather than just put a menu together and be done with, I've decided to move a lot of stuff into .ini files so that folks who want to tweak a bit more can do. Given how much I'm moving into those files, it's a not difficult work but definitely laborious and a fairly time consuming job so I'm pushing it out in increments as and when I get stuff done. Hopefully by the end of the week, folks should be able to tinker with everything I want to change then over the next few weeks I can put a menu together to throw some presets in there for those who just want to push a button and get on with things. Also, as someone asked to be able to tweak keyboard controls just so they can act…
- Small Update And Source Code - 1 February 2016
I've just pushed the first of a few updates for this week. None of which should realistically effect anyone playing the game already but they're mainly prep work for anyone who needs to tweak things. Where we're up to Rather than just put a menu together and be done with, I've decided to move a lot of stuff into .ini files so that folks who want to tweak a bit more can do. Given how much I'm moving into those files, it's a not difficult work but definitely laborious and a fairly time consuming job so I'm pushing it out in increments as and when I get stuff done. Hopefully by the end of the week, folks should be able to tinker with everything I want to change then over the next few weeks I can put a menu together to throw some presets in there for those who just want to push a button and get on with things. Also, as someone asked to be able to tweak keyboard controls just so they can act…
- Where we're up to, then. - 23 November 2015
Hello! Right, so due to me hitting the deck with the flu for most of October and it bouncing back a few weeks back (huzzah!) I am *way* behind schedule. I'm starting to feel a bit better so I guess whilst I'm vaguely up and on my feet, I best get some of that stuff done I'm supposed to be doing on this game then. So to get me back into the swing of things I knocked out a small update tonight. It's nothing big or special but it was requested and a fairly easy thing to add in so why not, right? Someone asked for a way to just show the furthest room they'd gotten to rather than the high score and I figured, well, that'd help me get back looking into the code and there we go. Pressing Y on the gamepad or 1 on the keyboard whilst on the title screen switches the title screen high scores between the furthest astrozone reached or high score (that's astrozone+gems, rat fans) Next up then is pic…
- Where we're up to, then. - 23 November 2015
Hello! Right, so due to me hitting the deck with the flu for most of October and it bouncing back a few weeks back (huzzah!) I am *way* behind schedule. I'm starting to feel a bit better so I guess whilst I'm vaguely up and on my feet, I best get some of that stuff done I'm supposed to be doing on this game then. So to get me back into the swing of things I knocked out a small update tonight. It's nothing big or special but it was requested and a fairly easy thing to add in so why not, right? Someone asked for a way to just show the furthest room they'd gotten to rather than the high score and I figured, well, that'd help me get back looking into the code and there we go. Pressing Y on the gamepad or 1 on the keyboard whilst on the title screen switches the title screen high scores between the furthest astrozone reached or high score (that's astrozone+gems, rat fans) Next up then is pic…
- Death Ray Manta now with Steam Trading Cards and Badges - 27 October 2015
Whilst I'm ploughing on with some other game-stuff (slightly held up by needing to rejig some stuff for the Steam Controller, soz) I've taken some time out to add trading cards, badges and emoticons for folks to collect. Please don't steal the duck. As usual, if there's any problems or anything like that feel free to drop a nod in our forums and I'll have a gander. Thanks again! -Rob
- Death Ray Manta now with Steam Trading Cards and Badges - 27 October 2015
Whilst I'm ploughing on with some other game-stuff (slightly held up by needing to rejig some stuff for the Steam Controller, soz) I've taken some time out to add trading cards, badges and emoticons for folks to collect. Please don't steal the duck. As usual, if there's any problems or anything like that feel free to drop a nod in our forums and I'll have a gander. Thanks again! -Rob
- Week One and here we are - 25 September 2015
Well. Obviously, the game is out. You might have noticed that! Thanks to everyone who's picked up a copy either here or elsewhere, your support is massively appreciated. I'll admit, I didn't expect such an overwhelmingly positive reaction to the game and that's been especially cheering, y'know? Thank you all. Whilst I won't be expanding the game itself, there's still a fair bit of stuff around the edges that can be added in so I'm going to take a nice cruise around that. I've already put out a small update to deal with a few criticisms, it seemed a bit rubbish not to when they're faily easy fixes. -Adjusted font to be more readable. Hopefully anyway. -Windowed mode is now borderless (option for border/borderless in the next one if nothing goes wrong) -Title screen now displays last session/best session scores. Needs tidying up but hey, it's there. -slight adjustment to pause screen The…
- Week One and here we are - 25 September 2015
Well. Obviously, the game is out. You might have noticed that! Thanks to everyone who's picked up a copy either here or elsewhere, your support is massively appreciated. I'll admit, I didn't expect such an overwhelmingly positive reaction to the game and that's been especially cheering, y'know? Thank you all. Whilst I won't be expanding the game itself, there's still a fair bit of stuff around the edges that can be added in so I'm going to take a nice cruise around that. I've already put out a small update to deal with a few criticisms, it seemed a bit rubbish not to when they're faily easy fixes. -Adjusted font to be more readable. Hopefully anyway. -Windowed mode is now borderless (option for border/borderless in the next one if nothing goes wrong) -Title screen now displays last session/best session scores. Needs tidying up but hey, it's there. -slight adjustment to pause screen The…
- Delightful Shmup Death Ray Manta SE Released, Includes Source Code So You Can Tweak Or Copy It - 18 September 2015
Indie (whatever that means, etc) stalwart Rob ‘RetroRemakes / OddBob’ Fearon , of War Twat fame (as well as an RPS comments regular), has just released his latest hallucinatory deathtrip shmup, Death Ray Manta SE . It’s a rebuilt, remixed, Steam-hosted version of his well-received 2012 title Death Ray Manta , which had the twin goals of being a sensory-overload arena shooter in the Minter tradition and trying to encourage a more open, co-operative approach to game-making by letting players fiddle with its data files. Hence the DRM jibe of the acronym, essentially. The new version goes even further: you can pick it up as part of a bundle which includes its source code and a basic edition of GameMaker. The dev is cheerfully expecting any amount of sweeping changes, a slew of clones and cheeky re-attribution as a result. …
- Death Ray Manta launches this week - 14 September 2015
Hello. Well, it looks like we're nearly there as after a fairly long-ish wait, Death Ray Manta launches this week. So hello! It's only a little game but it's my game and I like it a lot. I hope you like it too. If you like what you see on this page, please feel free to add it to your wishlist and/or pop back later in the week to see what's diddling. I've been very lucky to get to work with some talented folks as well as rope in half of the legendary Pickford Bros (Plok, Feud, Solar Jetman amongst other things) Ste Pickford to do the cover art. Thanks Ste. Thte. And with music by Mike Daw (Frutorious, Don't Die Mr Robot and more), it's been a real pleasure working on this little thing. Top tip if you ever make a game: definitely, definitely work with people more talented than you. Totally do that. Right, I've got a few things to do before I'm ready to launch so I'm going to go off and do…
- Death Ray Manta launches this week - 14 September 2015
Hello. Well, it looks like we're nearly there as after a fairly long-ish wait, Death Ray Manta launches this week. So hello! It's only a little game but it's my game and I like it a lot. I hope you like it too. If you like what you see on this page, please feel free to add it to your wishlist and/or pop back later in the week to see what's diddling. I've been very lucky to get to work with some talented folks as well as rope in half of the legendary Pickford Bros (Plok, Feud, Solar Jetman amongst other things) Ste Pickford to do the cover art. Thanks Ste. Thte. And with music by Mike Daw (Frutorious, Don't Die Mr Robot and more), it's been a real pleasure working on this little thing. Top tip if you ever make a game: definitely, definitely work with people more talented than you. Totally do that. Right, I've got a few things to do before I'm ready to launch so I'm going to go off and do…
- A word about pricing and discounts for DRM:SE - 13 September 2015
Hello! Nearly ready to launch, oh my. Whilst we wait I've wrote up a fairly thorough explanation of both the pricing and bundling/discount plan I've got for Death Ray Manta. Hopefully it'll go some way to helping explain why I've made the choices I have and what folks can expect when the game launches and on. In short, it’ll launch this week at an affordable price. It will be £2.79 full price and be discounted during sales when possible. I’m happy for it to appear in a Humble Bundle so that folks who want it very cheap can have it very cheap. http://futureofvideogames.co.uk/2015/09/13/pricing-and-discount-policy/
- A word about pricing and discounts for DRM:SE - 13 September 2015
Hello! Nearly ready to launch, oh my. Whilst we wait I've wrote up a fairly thorough explanation of both the pricing and bundling/discount plan I've got for Death Ray Manta. Hopefully it'll go some way to helping explain why I've made the choices I have and what folks can expect when the game launches and on. In short, it’ll launch this week at an affordable price. It will be £2.79 full price and be discounted during sales when possible. I’m happy for it to appear in a Humble Bundle so that folks who want it very cheap can have it very cheap. http://futureofvideogames.co.uk/2015/09/13/pricing-and-discount-policy/