The player's shadow needs to be improved. If the player stands high and looks down, the shadow will cover the enemy's image, making it impossible to see the enemy
bee4728
Recent community posts
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.
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.
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
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 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