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Smokeback

75
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23
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A member registered Jun 17, 2020 · View creator page →

Recent community posts

great game design love it

amazing that opens up alot of creativity

used microsoft edge that where i got it to work for export hopefully it gets to work in firefox it being my main browser

thanks for clarifying that  and true not all games need violence i always have this rule a  hero that harms enemies is no hero if the goal is not to save them.Just followed you on x to keep up to date any new tools you make  and you an amazing creative! key with game dev make a tool as simple to pickup as possible and you did just that with your engine!

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Thankyou for the quick feedback even using updated firefox dont know whats triggering it not to export but can import and incase i notice any bugs will definately post.also wanted to ask  if there is feature  already there as you able to kill enemies by hopping on them the way you hop on springs or do we have a feature for a simple basic slash attach say gave player had a sword ?

awesome! best part about this so quick to make a prototype and the same time full game

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Great mini engine so much potential will have fun with this,I noticed export it works in microsoft edge but not in firefox is this a bug thing?

Awesome  that will complete video usage in intro before main menu looking forward in next test build after 2027. You right they don't need to be long since its just an intro video

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After adding ability to play videos on game intro is it possible to add sound e.g  as simplified as

add images = Authors1.png,

videos = Authors1.vid

 but possible for sound

sound = Authors.ogg or Authors1.mp3 or Authors1.wav

 Since if video cant have sound its very limited what you can do with it on an intro video before main menu.

being able to skip it by mouse click or button since first time gamer is bound to watch it fully

amazing works as always

Noticed sometimes when you comment on some parts of the script code at the end it would malfunction and at times it would work just fine.This would help keep track how you design the FSM.

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awesome fixed now loop fully working again in 2248,guess should have been the use of multiple "}" that was triggering the bug.Loop script creates alot of possibilities in game design its one great feature for the engine key once one learns scripting ! Should i spot any bugs will post.

Its partly working  for parts that stop due to the moving of the "{"  but still not triggering if statements tied in with HP level detection like from previous test builds eg  0044 unless HP level cant be picked in loops again

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TEST BUILD 2015 save script now fully working unfortunately now will have new bug loop script completely not working any more  just counter checked even in 1706,1858 same case non functional.could be the new update implementation in relation to player or nolonger detecting mapname_loop as the association to run.

Testing new 1706   test build in game noticed instantly crashing once pass over save script.Kindly check to see the trigger for the crash since it was working perfectly in 1858  test build and great new fixes!

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Before making a suggestion make sure you have read the manual,checked the wiki https://pixelwolf.net/efpse/wiki/index.php?title=Main_Page , tried the engine ,checked the community posts and that feature is not possible .If it was to be requested let it be a responsible feature that doesn't stir away from the  goal of the engine simplicity easy to pickup and learn.Some advance features require you to learn scripting and all that is in the manual. If you stuck everyone is able to gladly help just tag it as"HELP:"if its within the engine manual. This makes it easier for the developer and moderators to focus on making the engine better than repeating whats already in the engine manual. Thank you

In test build can enemy have attack range similar to weapon attack range that player weapons  have,this would allow creating interesting and varying enemies player gets to deal with.

Current we have  images upto 10  titles that can be added before game main menu loads as intros (studio name,credits and so on)and since video is possible in the engine now .Is it possible to add it to the test builds before 1.0 able to add videos on intro before main menu loads as easy as we able to add to main menu videos,this  will be great feature yet maintains simplicity as the engine's main goal .This will be a good addition for video use not limited just to in-game and main menu. Great that skipping videos was added!

recent Test builds 2236,2243, enemies don't move smarter like before in previous versions eg 2134 noticed these bugs

- they don't chase smarter like before even after being  spotted, you can hide just behind a corner where the can easily come to but they wont move or follow you up, they just stand and wait .

- they get stuck at times to move from position after spotting you

- they get stuck at times in walls as the try to chase you

- they cant climb up stairs  or level 1 up tiles meaning they cant chase you up where you have stairs or level 1 up areas before they would follow player on previous builds but not in the new 2 test builds.

Its it possible to create scripted decorations that can be picked the way we pick ammo by walking over or how triggers work instead of only using action button E to interact with scripted  decorations. This would create some interesting designs for pickups that are not ammo or Armour or hp.

awesome tested  it and  the projectile detection its now accurate thanks.Good all fixes are done on the test builds 1.0 is going to be awesome!

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Is it possible to update in future release the  [.] to Yes and [] to No  used and displayed in the menu  when changing setting that will help standout more than symbols  which is ok for test builds not 1.0  as would break the UI design.

Unfortunately enemies don't have random damage  feature for there setting that is only available for player weapons for now

been Testing the  test builds on Enemies damage set to 1 for projectile  when they hit player still not counting right at times can even do 3- 4 shots without it reducing player health.any hope that being corrected before next 1.0

Is it possible to add menu navigation sounds that we can use select,back,confirm in a future official release selecting the sounds similar to how we select menu background images in resources import.

awesome update! thankyou so much for you in work  this is going to be very helpful as well as community building features that are need yet still simple to use in the engine with you!

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Is it possible in future update to be able to

- position  x ,y of video since by default its placed on top left corner 0,0

-increase video size  displayed even though it this means it maintains the quality resolution eg  normal video 640x360 can increase it to show 1280x720  this would help video size reduction as well maintain retro feel

- able to skip it without using a placed button like we able to skip normal sound/music in cutscene by press any button currently cut skip it

Is it possible enemies to have attack range setting like player weapons as that would  allow  different types of enemies that one can design if attack range can change based on enemy type player faces.

Awesome  more support tools to make the engine maintain simplicity

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apologies i didn't phrase the bug right ,the player is the one not getting damaged correctly when hit by an enemy 's projectile. if player has 100 health and an enemy damage is set to 1 it will take  2,3,4,5 enemy projectile hits for player's health to drop to 99

yes could that be the cause since when i left it at -1 my weapon damage was  not accurate ,when i set enemy health to 2 would be 2  or 3 shots to kill them so i thought t it was the random causing it but when i set  it to zero random damage the killing enemy with bullets matching there health was back to normal

Would  be great feature if enemy had that random damage  like player weapon in a future update as by design creates chaos as damage random feature in general suggests damage amount is based on where bullet hit on player or enemy could do more or less.

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since we can now check player health since it starts at 100 tested when enemy damage is set to 10 it didn't reduce correctly it took 11 or 12 shots instead of 10 based on enemy set damage. so at time it would remove 10,9 or 8 so its was acting like enemy damage is set to random when not  also tested it if enemy damage is set to 1 it still would take 1 shot at times then other would be 2,3 4 or 5  shots  to remove 1 from player health 100 to make it 99.

this loop feature allows to do so much with parts that need to be update in realtime in the game design amazing loving it! still testing it so far havent yet spotted an issue

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wow that was quick,you keep getting us excited how you adding whats makes the engine complex at the same time maintains its simplicity.amazing have control of sound on interaction that was a limitation if can interact and  cant have custom sounds...thankyou so much  geared for the jam

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noticed when you use keepsound 2  music and sfx, the sound sfx will play out  but set map music stops completely unless you set to play music in the script which is restarting the music not continue playing map set music.

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Is it possible to add changing player max health like how height was added in player configurator for coming feature update since currently player has 100  hp by default. that way we can be able to change like enemies health.This also helps in game design having control on player max health so don't have to change enemies damage to make game harder but all that is by changing  player max health

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awesome time to test out new update,happy crouch hit has been fixed! we can now safely add crouch in level development

awesome and you amazing,that's one update very much needed.will definitely suggest some features i spot  that would be great yet still maintain simplicity of the engine design  :) thankyou once more!