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[EX3]

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A member registered Apr 21, 2016 · View creator page →

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Ok, let me see if I underdstand you. With the controller unpluggled the view continue going to up and left (the player is rotating to the left while look up)? This occur with the default settings?

I just downloaded the game from itch.io and tried to reproduce your issue, in my case, using a Xbox One Contorller (for the game, the map is the same as the XBox 360 Controller). I'm tried to turn off the controller during the game, while moving the view, and not seems to affect it, I keep the control with the mouse.

Also I'm tried to randomly change mouse and controller sensitivity parameters in settings but the view seems to working as expected (my first hypothesis was a problem with any sensitivity combination).

Without source code of this version, I'm not sure why is the possible reason of the bug, if only occur with the controllers, maybe was a wrong callibration (not ussual with the Xbox controllers), but with the mouse, the only reason possible is the sensitivity settings (internally, the game simply uses the mouse position multiplied by the sensitivity factor per axis).

The last possibility was if you are modified the input settings from the Unity launcher (I'm forget the launcher allow to modify the internal input settings) and any change affected to horizontal and vertical axes.

Anyway, I'm can't do more than this to try to help you. Sorry.

P.D.: This game technically is a pile of garbage, result of been developed in a few weeks, with limitations and other restrictions from the teachers and the topics seen in the first days of the master degree. To fix it, visual and technically, the only solution is remade it from scratch and taking time to do well with the newer versions of Unity and current expertise, but I don't have plans to do it.

Hi, Dominu Vilicus.

The xbox controller support in this game is not a fine implementation. Was the first time that I implementing gamepad controls in Unity and for a FPS game. Before that, I only had experience implementing gamepad controls for simple 2D platform games in Xbox360 and PC in other technologies and engines. Achieve a fine view gamepad controls for a FPS or TPS game is a very hard feature to do (more without experience), and this wasn't the focus of this practical exercise of the master degree (the focus mainly was develop an "old-style shooter" in only 4 weeks).

this game doesnt work it keeps making me look up and left.

I assume that it only occur using the gamepad, not with the keyboard + mouse control, is it?

you need to fix it!

That will be impossible by two points (three if I count that you must be more polite on your requests):

  1. I don't keept the sources with the latest changes implemented. Only keep the "vanilla" sources of the practical exercise presented in the master degree, previous the all current features, improvments and fixes from Feb 23, 2017 to March 2, 2017.
  2. You can read the follow at the end of the game description page, writed on March 2, 2017, when the last version was published (the current one you are played):
This game will not receive new updates, bug fixes or new version with more levels. Remember, It's only a practical exercise made for my game development master degree i'm currently taken :)

Is a free game, I'm not living of working on it and I'm not have any obligation to do anything on it unless I want to do.

Hi, RaduDev.

Sorry to see that you have problems running the game.

is it beacuse it does not work on linux? (yes, i use linux, f*** off)

This game was compiled on march 2017 with Unity 5.6. I don't know if the build has lost compatibility on current Linux versions, but I bet that the problem is the poor optimization of the game in general (don't expect better results on Windows). Remember that was a practical excercise made it in only 4 weeks, with several restrictions, for a game development master degree, not a pulished game.

P.D.: I have curiosity to know if the Windows build run "properly" on Linux via Wine or Proton.

The problems are not only related with the graphics, the code is not precisely my best work and have a several bottle necks. Even the game design itself sucks (the enemy "AI" for example).

Remember that this game is just only a small practical excercise (the first of 5) for a Unity Game Development Master Degree that I taken in 2017, made it in just only 4 weeks, with several technical restrictions imposed by the teachers (precisely to learn how not to do some things in Unity). A full menu with settings to setup graphics or input bindings was not a requeriment for the practical excercise (or the optimization in general terms).

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Hi, tonewarper!

Thanks for the feedback! :D 

About the suggestions, like I said in the game description, this was only a practical excercise for a Game Development Master Degree that I taken 4 years ago (how fast pass the time!) and was developed in only 4 weeks with the requeriments and restrictions imposed by the teachers. In fact, this excercise was an intended way to show us how not make the things in Unity (a compound of habitual bad practices in programming with common .NET/C#, and Unity and any game engine/technology). After working 3 years porting several Unity games to the past generation consoles (XBox One, PS4, PSVita and Switch), now I could remade The Esc4pe and optimize it enough to run smoothly at 30fps in a PSVita xD

About the game itself, maybe in a future I decide to made from scratch a new version of The Esc4pe, but at now, I want to make some little games in my spare time, just for fun, after work. In fact, since the last year, I working in a retro  space shooter game for MS-DOS using DIV Games Studio (a "proto-Unity" from 1997): https://github.com/VisualStudioEX3/StarFighter.

I'm very glad for you like the game and for you have enjoy it. Thanks! :)

Hi! Yeah, the game, as I said in the description, isn't optimized (is a little practical exercise made in 4 weeks for a master degree years ago) and I'm not conserved the latest version of the sources, then I can't fix or update the game. Sorry :-/

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Hi. 

Without more information I can't help you very much. The black screen maybe means a problem with your graphics card or whatever that avoid the game start correctly (have you move any file from their original localtion?). 

The game not shows any message with error details?

Can you find the game log file? https://docs.unity3d.com/Manual/LogFiles.html

Hey, thanks you for the video review! :)

Hey, thanks you for the video review! :)

Hi! Thanks for your video rewiew! :) 

"The only two things I didn't like as much, was that I couldn't zoom with my weapon for a better shot, and secondly was that there were no checkpoints. Dying and starting from the start were frustrating.. but the shortcut to the boss battle did help!"

Yes, the rifle zoom and the checkpoint system was an ideas that I can't implemented because I'm not have enough time (remember that this game is developed in 4 weeks as part of a practical exercise for a master degree). In fact, the shortcut to the boss battle is was implemented for ease the evaluting task for my teacher ;P

Some things are little buggy, like the grenades. The bullets can pushing it and in the first version, the grenades not explode when contact with an enemy, the throw trayectory not works fine in some angles (you see it when tried to throw the grenades to the shotgun enemies over the ladder), the rifle droped by the outdoor enemy sometimes disapear under the floor, sound glitches, the mouse aiming... and in general the performance (is very bad for this kind of game :P).

Anyway, I'm glad so much to you enjoyed the game, and thanks again for the video review :D

P.D.: I see you don't found the 2 hidden supply areas (one on the tower and other just after the final boss area), with full med-pack and full armor ;P These make a little more easy to defeat the game :)

Hey, thanks you for the video playthrough! :)

Hey, don't worry :) I'm glad that finally you were able to play it.

Thanks for playing it ;)

Hey, thanks you for the video playthrough! :)

Hi. This is a unusual bug. In one year I cannot remember anybody report a bug with the menu/ui buttons interaction :-/

"and to quit it I have to use task manager.. any help on this?"
Yeah. This is because the game always shown a confirmation dialog to close the game. The dialog cancel the Alt-F4 shortcut or window close button. Sorry.

After several attempts, the error remains?

Hey, thanks you for the video review! :)

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Hey, thanks you for the video review! :)

It should be made into a bigger game in my opinion.

Yeah! Is too early to say it, but several months ago I was thinking about it, and after some developer colleagues recommendations, I would like, in near future I hope, trying to develop a full game follow the basis of this practical exercise from my master degree, developing it from scratch using all of I learned in the master degree and in my short experience in a game studio this last three months. Stay tunned! ;)

Regards!

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Hi! Thanks for your video review :)

I see that you play with an old version of the game (the mouse issue at the start, and the main menu not show the "UPDATE #2 (14 MAR 2017)" message in the lower right corner of the screen). The current version fixes some bugs (detailed in the page description) and improves certain parts of the game.

From your comment in Youtube:
"This game should win a prize for best combination of interesting graphics and awful gameplay"

Yeah, totally agree xD Thinks that the game is a practical exercise made in only 4 weeks for a master degree in game development. Not is a demo, beta or preview version for a future final game.

Anyway, I hope, at least, that you ever enjoyed (a little bit) the game :)

Regards.

Edit: I see now in your video in Youtube that the video review has been recorded on 11 march, before the last update. That explain why you played an old version :)

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Hi! Thanks for the feedback :) In response for some points:

1. Yeah. The UI is one of the less worked parts of this project. I'm only work on this after the deadline to made minimal usable for the final users (the initial UI and menus were very very simple and basic).

2. The lifebars are a obligatory requisite for the practical exercise by part of the teachers :) (and the code to manage this have a very little performance cost).

3. Yeah, another obligatory requisite. The requisite limited us to implement the all shoots as fisical bullets throw from the weapons by forces using the physics system. The ideal way wiould be implement this as a ray, for the instant impact or for ensure the target if the bullet has retard, and use a trace renderer for show the shoots.

The unoptimization is come for how is implemented much of the elements and mechanics by the forced limitation requisites. For example, all objects, like bullets or particles, are created and destroyed continuously instead of using an object pool (the teachers want to see if we learned to use the Unity3D basic functions and concepts to instantiate and destroy objects in scene), and other perfomance problems are related for how is comunicate between game entities in scene (masive use of FindObjectByType and similar Unity3D functions for example).

Thinks that is the first practical excercise of the master degree and the pourpose of this little projects is evaluate our level of what we have learned in class (thinks that is like an practical exam). The goal no is reach to made a final quality game (and less in one month of development). This is the pourpose of the final project (with a duration of 3 months to develop and no requisite limits).

Anyway, thanks again for all your feedback. I appreciate much all feedback received. Is an important way to improve my work on future projects, and I'm glad you liked the game :)

Regards!

Hi! Thanks for the video review! I'm glad you liked the game :)

Is a bug in my code that I will try to fix in the future, if I find some time for it (now I'm working on the next practical exercises of the master degree).

Try this. Change the mouse sensitivity in the settings from main menu or in game pause menu, and try again. A friend reported me the same problem and is how he said that he solved it. Hope this can help you.

Lol, don't worry, does not offend me xD I made the final sounds (the voices) in a couple of hours. I'm afraid, the sound is the less worked part in this project. Thanks for the feedback! :)

Hi! Change the mouse sensitivity in the settings from main menu or in game pause menu, and try again. A friend reported me the same problem and is how he said that he solved it. Hope this can help you.

Thanks for the video review :)

Hey! Thanks for the video review :)

Total agree with the grenades, are not well implemented (I'm affraid no are the only thing in this project), sorry for that :) About the control map layout, I'm using the standard/traditional FPS control map: AWSD for moving, C for crouching, Space for jumping, etc... Anyway, I'm glad you liked the game. Thanks for playing :)

P.D.: Mental note for next projects: Add the input map layout screen in game menu too, not only in the main menu ;P

Hi! Today, one friend report me the same problem with the mouse in the Windows 64bits version (in his case, he fixed changing the sensitivity in settings menu). Other friends reported that mouse is initially inoperative at the first play, they solved it changing the sensitivity too. i'm starting to supspect where is the problem, and how to solve it for future projects. In 3~4 weeks I will be publish a new game (the next practical exercise, a space shooter). I hope the mouse does not trouble in the next project :)

Thanks a lot for the feedback :)

Thanks for the video review :)

I see in the video that you have problems with the input controls. Have you used gamepad or mouse and keyboard? (the game is not very playable with the gamepad). In case it was mouse and keyboard, have you played from Linux? Some players who have played the game on Linux have experienced acceleration problems with the mouse. Is your case? Problems with the keyboard keys assigned? (I'm using standard FPS input layout).

I hope you can give it a second chance ;)

Hi. This already happened to another user. I see in my browser that itch.io tries to display a popup window when you try to download. Check your browser to admit popups from itch.io, or download directly the game from the portfolio web site: http://portfolio.visualstudioex3.com/2017/02/20/the-esc4pe-a-primitive-shooter/

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I see in my browser that itch.io tries to display a popup window when you try to download. Check your browser to admit popups from itch.io, or download directly the game from the portfolio web site: http://portfolio.visualstudioex3.com/2017/02/20/the-esc4pe-a-primitive-shooter/

Hey! Thanks for the video review! :D

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Hey, thanks for the video review :)

Sorry a lot for the "spawn rifle bug" (two times consecutives!). I have some kind of problem with the colliders on stage. They are not constants but randomly some collider stage platforms are deactivated (I presume the reason is for using Mesh Colliders instead of Box Colliders in some level pieces).

Anyway, thanks for your patience and for played entirely the game :)

Thanks for the video review :D

Thanks for the video review :)

Hi. You played it on Linux maybe? Some friends who testing on linux, before I published it, was notified me the same problem with the mouse, the acceleration. In Windows, at least (I only can testing on Windows) I haven't noticed any acceleration (in my PC and other PCs with Windows where I tested it). The game internally only multiply the mouse axis value with the mouse sensitivity value set in the Settings menu, but not apply any kind of acceleration.