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The Black Corridor

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A member registered Mar 09, 2021 · View creator page →

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Thanks for the feedback. The void level wasn't implemented so the portal wont do anything. hopefully gonna work on it a bit more. The idea with the intro was to only show it the player on new game but because i didn't get round to the  save system it was a new game every time.

Also yeah I used vertex colours. The ps1 didn't have shadows so in game like Spyro and crash bandicoot they used vertex colours to darken areas and bake lighting. Most enemy's were done purely in vertex colours, no textures.   Also found they did the same for lighting which is how i did Dennis's shadow.  Just used an inverted light. You can really see this in games like silent hill that used a torch.

You can still export it for Linux and mac on a windows pc if you  select the Linux or mac export present. 

Thanks for the feedback! 

Gonna have to go through the pc controlls again. Didn't put much thought into them cos I was mainly thinking about the controller controlls to be like the original ps1 controlls (actually tested it with an original ps1 controller. )

Also I will have to change the crt affect so it's less dark. Didn't get time to put some of the levels in so some of the portals are broken.

Void was ment to be where the last gem is and the whole place has completely fallen apart and the ground and walls are missing. Thinking like that episode of spungebob with the time machine and squidward falls out of reality

Must have got confused when writing the reply. Think i got the 20fps from looking at Silent Hills average framerate on the ps1.

Was planning on making some more maps but at a bigger scale. Like gmod rp maps. Probably be able to work on it after I get my next update out for my other game

The stairs are ment to be invisible. The idea was it looked glitchy. Was programed on linux so should work best there. Had more problems with windows. Didn't realise it couldn't distinguish between "door.tscn" and "Door.tscn"

Thanks!

And yeah, the forest is the last level atm.

Found the problem. Godot names nodes instanced by code with @ symbols for some reason. The fix should be up and working now

Looks like map 2 didn't unload when map 3 was loaded. Are u using Windows? Not managed to test it on that as yet. Did t seem to occur on linux.

And thanks for playing the game!

Thought I'd fixed that in the build I uploaded. I'll upload a new build when I get chance.

The Bug with windows not running the game seems to be fixed.

I seem to have found the problem. Seems to be an issue with something in Windows called "smartscreen". Think I've managed to by pass it by compiling it on windows (to run a program it may need to be compiled by a valid windows account) I'll upload it soon.

What version of windows do u use? Ill probably test it on windows tomorrow or something (I use Linux). Make sure your using the _win64 version.

It's capped at the frame rate ps1 games used (about 20 if I remember)