Skip to main content

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

objFrog

4
Posts
1
Topics
A member registered Oct 24, 2021 · View creator page →

Creator of

Recent community posts

Input supports a vast amount of controllers and has a ton of amazing features. Competing with it would be very hard to do. I don't think including juju's input in this project would be the best idea since you don't know what "verbs" the player will be using. However, I think that supporting other input systems would greatly add to the value of this asset. The menu system itself is where this asset really shines. I was hoping that there would be some configuration where I could provide my own functions to control the menu such as:

    controls = {
        up: function() {
            return input_check_pressed("up");
        },
        left: function() ...
(1 edit)

Hiya just wanted to leave a little review. I like this menu system a lot. It has every feature I could want and it looks fantastic. The menu array is pretty simple to work with. I also love that the settings can be auto-saved! My only complaint would be how non-modular oMenu is from the input and pausing system. My project has been using jujuadam's input and a custom pause system. Because of that, I had to go behind the scenes and change some things to my liking which luckily wasn't too difficult but a little disappointing. Even with that, this asset is still more than worth the purchase. Menu systems are a pain, and this alleviates all of that. Thanks!

Ah thank you for the quick reply! Because you said it should be working, I decided to investigate some more, and yep, silly mistake on my part... fauxton_model_draw_override does the trick all on its own! I was wondering if some sort of nine-slice functionality would be possible so thank you for your thoughts on that. Setting up a system like that probably won't happen in this project but glad to have a starting point if I decide to try it! The fences are looking great now :D

Hiya! Absolutely love Fauxton 3d. It's so much fun to work with. I have a question about how I could disable the lighting on certain models.  I have this row of fences for example which are each individually lit. I've been trying to use `fauxton_model_draw_override(model);` within Draw End to disable it. Whatever I'm doing there must be incorrect though because I'm not seeing a difference. Alternatively, if it's easy to somehow "join" these fence models and share the lighting that would be great. Disabling it would be fine as they're just dark brown, but I'm open to any ideas. Thanks!