Skip to main content

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

Mr_dododo

10
Posts
4
Topics
3
Following
A member registered Apr 02, 2024 · View creator page →

Recent community posts

Not what I was saying. The previous screen was clean and easy to read, allowing for efficient and quick actions. With that volume bar thing in the way, it's only harder to do stuff like that, not to mention MOVING THE DETECTOR PERCENTAGE UP FOR SOME REASON??? I have to wonder who said this was a good idea. In a perfect world, the percentages would be right next to the oscillator visualizers.

Had basically almost the same experience but I had to turn off Velma Mode due to the snow covering up the glasses constantly. I think the new signal scanner station is very good, but it misses a lot of critical points of composition that the previous one had. The old station was all white and every button was colored, now I can barely tell where everything is. The old layout for the filter and polarity part of the station was clean and allowed you to easily see the percentages just by glancing,  but the new one adds this useless "volume bar" type visual element that takes up useful space. If they could make the stations less colorful and less clunky on the filter/polarity part then everything would be great again. 

Yeah, it just does not work in this build rn. Time to do as the boomers did and use a map.

Thank you

I love Cruelty Squad and this right here definitely hits the spot. If this wasn't somewhat inspired by that game I'd be shocked

Everytime I play the game, quit, and then turn my pc off, the next time I turn it on to play the game, the exe file, nor the shortcut I created for it is there. 

I get this game might be very realistic with the sneak options but you can't just make a sneak tutorial that's impossible to complete! I can't even see the rest of the tutorial now... Regardless if you just skip the tutorial, this game is fun.

I'm using stairs to try to do multiple floors but since it's tile based rendering, all the floor tiles are invisible but still have collision. I'm not using a cubemap and I'm wondering if that would fix the problem.

It worked! Thank you.

I was trying to test out a mechanic that checks how much armour you have for a specific area and it just never works at all.


the script in question


player check armour $global.armour

if $global.armour == 0 {

player speed 200

} else {

player speed 120

}


I really can't figure out what's wrong, it just doesn't register the fact I have 100 armour at all