Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

1) Entities will be placed on the first free floor when you put them on top of multi-layered cell

2) This is really unnecesary. There will be different skybox types later

3) This will overburden current GUI which will be opposite of "keep it as simple as possible" ideology

4) Use FSM

5) No. Just no. OBJ is a horrible format to use.

ok, fair enough. it is your software. 

another feature that i think would be really helpful would be the ability to export custom modifiers to re-use in other games and to share with each other in this community.

You can just copy your Tiles.dat file 

(3 edits)

oh shit i was looking for where it was stored. i thought it was hardcoded cuz i couldnt find it. that will make it easy to duplicate modifiers for specific floors too. i don't know how i missed that.

while i am here, is there a way to trigger statusbar messages when picking up health, key, etc items? i can do it with active decorations and scripts, but i am wondering if there is another way. if active decorations and scripts is the way to do it, can we see a sound playing script that works in maps instead of just in cutscenes?

No. Sounds can't be played in maps. Currently. Also, no, you can't set a script for pickups. I was thinking about making custom pickups that will trigger a script though.

Hopefully it will change in the next update (I already refactored cutscenes part, it should be more flexible now to add something like this)

What is FSM?

I'd like to know about that too!

I asked once here, but I didn't get any answer.

(1 edit)

A Finite State Machine is a set of frames and apropriate actions each entity can have. It's basically a way to control enemy, decoration or weapon frames and behaviour to some extend.

In math terms it's a connected graph.