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So I'm exploring games made in RGM to learn more about what I can do for my first game in the engine. And Templar is probably the most impressive I've played in terms of overall experience. In fact, I just added it to my FAV Itch title collection. The movement is much smoother here, which I prefer to some of the other RGM games I've tried. The style and atmosphere is also excellent. And I love the opening music with that booming "TEMPLAR" voice over.

I wanted to ask, what did you do to have the enemies drop ammo? That's one of the engine's quirks I haven't figured out yet.

Thanks for playing!

Ranged enemies will automatically drop ammo at random. It’s a janky old beast RGM good luck! 

Ohhhh. Okay, so that's why I haven't seen it much then, because only ranged enemies will drop it. That makes sense.

Thanks for the input. I'm attempting to write my own guide to the RGM engine as I learn more about it and make my own game. So I'm asking around for tips on the engine's quirks from those who've successfully used it. Cause honestly, it may be jank, but I'm really loving all the things you actually can do with it. 

There is certainly some unexplained hacks can pick up along the way. If you havn't already you should check out Something in the Water, Sean did lots of cool little things in his game.

I actually stopped over at his first, because the wall textures were especially impressive. I asked about the shader 'cause I couldn't find the lone toggle button for it. XD