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bee4728

30
Posts
8
Topics
11
Following
A member registered May 30, 2022

Recent community posts

No scripts were used within the map, I removed entities one by one until it was reduced to a certain number for the map to work correctly, odds are that too much content is causing the failure

The game crashes if there is too much content in the geobody when clicking on the test map, I have checked a lot of scenarios and the final conclusion is that it is caused by too many map items (lights, enemies, weapons and possibly doors and keys), which is fine in the map editor but can't be sustained in the game, I don't know how much of it will cause the game to crash.

Can you teach me the source file? I want to figure out the opening animation of entering the map and how the enemy's body disintegrated   thank you

OK, The startup screen already knows how to place it

The graphics in this game are pretty cute

Hi, can I have the source files for this game to study? I would like to see how the opening animation works,I downloaded DUCT, but I don't understand how to use it, I can't figure out where to put the folders.

thank you,Since I've never touched coding before, it might be difficult for me to understand FMS in a short period of time

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Monsters need front and back spacing distance settings between them. Because it's a flat image, melee enemies look a bit strange when stacked in front of the protagonist

Enemies are missing a setting for whether or not they can be blown away by the thrust of the weapon when they are killed, if the enemy is a stationary machine gun, a tank, usually they shouldn't be able to be knocked away by a shotgun

Wish monsters could attack more often, which makes it possible to create a machine gunner enemy

Hopefully there's a place to add more explosion looks, there's only 1 at the moment so I can't add green explosions like insect acid explosions or plasma explosions

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Some other things that could be improved but are not important

Weapons lack the ability to eject shells and the sound of ejecting shells.

Weapons lack a setting for where on the screen the projectile will be fired from, it's very common in FPS to have the gun in the bottom right corner of the screen.

Found some bugs where (when the ceilings were shorter) when jumping on top of a monster's head, the character would get pinned to the ceiling and never come back down.

I've tried both versions 1.104 and 1.105 and encountered exactly the same situation

I've tried using triggers and had the same problem with them still interrupting playback when I'm far away, one problem with triggers is that they can be re-triggered, if I walk back and forth on top of the trigger I'll hear overlapping sounds that didn't finish playing, and doing storyline conversations that are usually only used 1 time doesn't seem to be very well suited to triggers

(1 edit)

Could this be improved so that a longer sound effect plays in full when the enemy spots the player? I've tried making the enemy invisible and using sound effects to play a small section of plot dialog or BGM needed for a specific chapter when he spots the player, which seems like a good idea, but I've run into a problem where the sound effect in play stops playing if you're too far away from the enemy ..........

I've tried decorating and the triggered sound effects have the same problem

I have learned a lot of drawing skills from it

I think there's a need to add a succession tube tool to quickly select the desired texture inside the map, especially useful if you have thousands of files in your assets.........

The radius of enemies should not only be effective for players, but also for enemies, because I found that when there are multiple enemies on the map, they will completely overlap when stopped in front of players, which looks strange

I have noticed some issues. The texture of angled walls is based on floor, but when I stack 2 or higher layers of angled walls, there is a problem with jumping and colliding. It is obvious that the collision floor is still square instead of angled walls, and I can even stand on the extra floor collision

Updated at the speed of light, invincible

Can add some walls and floors that look like blood, meat, and limb tissue? Like the feeling in the later stages of Contra,

In addition, there will be vines and leaves on the wall that look like flesh and blood as decorations

Thank you

hope to create more low-level and frequently used miscellaneous soldiers and monsters. Thank you very much

Door Type affects all doors in the map. Can I set which door I want separately?

I tried some interesting settings, changing the enemy's damage value to negative will increase the protagonist's health, but it seems that it can be infinitely increased. Can you increase the health by the maximum limit?

Can HUD's mag and max's amo text be changed to the same size, or can the mag text be larger than max?

I also believe that the soul of this tool lies in its retro design and sufficient simplicity and ease of use. D11 only takes up resources, and who else can achieve it in a 5M sized game?

At present, everything is going smoothly together. I am not very familiar with some operational issues. May I change the image of the explosion? I don't know how to modify the orientation of the door, Thanks♪(・ω・)ノ

Everything is great, is there a cross and jump function inside?