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SamGrady

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A member registered Jul 29, 2022 · View creator page →

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Can you message me on Discord?

Well, it depends on what kind of AI for enemies you need.

If you need pathfinding, you'd be better off contacting Sven - he might be able to help. I don’t work with pathfinding algorithms since they put a heavy load on the game and only work well with a very small number of enemies (2-3 per location).

Otherwise, i could just write a simple AI, similar to the built-in one in the engine. It could patrol and react when it sees the player, but its movement would be limited since it wouldn’t actually navigate the environment.

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Hard to say… I am working on a project, but at the same time, there’s a good chance it won’t make it to release (like most of my projects) :D

Do you need help with something?

Thanks! I'd love to see it in your amazing games))

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Thanks, glad to hear that)

Thanks! Always happy to help

LOL, in that case, I might as well start writing a DX13 library first 😂

I added an extension for scene rendering that allows you to apply screen shaders, this way, you can set up pixelation.

Thanks, Interplay! I really appreciate the support! 😊 Excited to see what cool things the community will create with it. Let me know if you try it out, I'd love to hear your thoughts!

Look, you can’t disable lighting in the shader during gameplay, but you can simulate turning lights off and on by tweaking the light sources’ parameters and the ambient color setting for the scene’s root node.

Hi, unfortunately, this can’t be done with node shaders. Pixelation is only achievable through screen shaders (Scene Post Effects), which are available only in the pro version. Otherwise, you can implement it using the ccbRenderToTexture function that was added in version 6.6.

Depends on what you mean by that. In general, you can start by writing to me at this email: samgradyart@gmail.com.

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You might be using this shader incorrectly.
First, let me explain that the shader’s behavior simply declares the shader, while the shader is applied to a node through an action. 
For example, create a scene with cubeMesh1 and four light sources.
After add PSX Shader to behavior of the root node, add the lighting nodes, and enable the UseLight.
And after that, call PSX Shader action to assign the shader to cubeMesh1. I trigger the shader assignment in the "Before first drawing do something" event.

The version with lighting is already out, by the way.

Here’s the link to the official guide on how to install them:https://www.ambiera.com/coppercube/download_extensions.html#HowWork

I love you too... Thank you ))

Look, the material index in the editor starts from one, while in the shader it starts from zero. So, take the index you need from the editor and subtract one.

At the moment, I’m not working on the shader, so I can’t say when the update with lighting will be released.

What can I say? That’s the game. We’re all just out here chasing the dragon, feeling like we’re this close to catching it.

game doesn't support fullscreen

A small update is still an update, waiting for the game))))

Glad to hear that you haven't left this project. Thank you for the inspiration, and I hope you finish this game one day so we can all play it)

I start learning coppercube because of your videos of this game and still waiting with believe…

Nice)

Thanks! In the next shader update, lighting might be added, and a lot of things will be reworked again, but that’s way off in the future :

)

In the 'irrEdit - Irrlicht Properties' tab, you can find material properties of your node such as material index, material type, z-buffer, and many other material parameters.

Love you too, man)))

Thanks)

Thanks.

It still needs some work, but thanks)

Thanks, man. I hope one day I'll see this shader in one of your games.

Nice work! A great sequel to the game.

Thanks

Sorry but i'm not really understand what you mean...

Thanks, I just create extensions for CopperCube sometimes when people ask for specific solutions.

It is still in development, so I hope it can become more user-friendly and powerful. Anyway, I appreciate your like it.