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Just for testing light and textures,  I took photos from a real life cafeteria and tried replicating the basic architecture in the Xed engine:


 

Pretty much nailed the eerie/liminal space aesthetic, althought it crashed the engine at least three times while compiling lights. Despite the limits, I like how you can work to generate a good enough map within few hours and fill it with custom made props within the limits of the engine. With a dedicated audience, I can see modders doing absolutely bonkers stuff with it once they get the tecnical knowledge right.

As for the other map, I've restaerd  from scratch and enlarged a little bit to fit the kick-jump movement style better:



Next step will be adding enemies and working out the level logic like triggers, generator, forcefields ect... but so far I like the results. 

these look really good 👍

I'm interested in anything that can crash the editor (it shouldn't happen - and by the screenshots it seems you didn't go over any limits either) 🤔
(if you got any map that can crash it please upload it somewhere or just send them to me: mutantleg(at)gmail.com )

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The editor only really crashed with CTRL + P to calculate lights, and that happened not many times. It might be a problem within Xed editor's light renderer than the map itself, because all the times I've played it didn't crash anything.

the preview mode (Ctrl+P) builds the whole level (geometry, optimisations, visibility zones and the lights)
so any of that can be the cause (that is why i'm interested)
ingame it just loads up the light data and doesn't need to calculate anything further (the lightmap is just an image etc)
(still it's a relief it didn't crash there so far 🤔

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I wish I knew more, but so far it only crashed once in a while, so it's hard to understand what are the causes. On the other hands, I tried playing your older games ( The Lab, Mortuary Freebooter and Nekkronbox) and all of them seems to crash at the start or stutter/freeze at 1-2 fps, making them unplayable, which is something that never happened with Zortch.  Maybe it has to do with the engine optimization being older?

I suspect it's the Vsync setting, for the older ones I naively set it to be always on
but alas it works differently on every OS and GPU
(so in Zortch it's off by default and instead I hope that the triple buffering turns on in fullscreen, which is funnily enough the standard way to do it)
there are not many other differences engine wise

also recently Nekkrobox was updated , please check (sometime) if it   still persists there

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Nekkrobox works perfectly now, thanks for the update!