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yugi yanagui

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A member registered Sep 25, 2022 · View creator page →

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Read the "System Resources" page on the wiki.

Please read the manual (or wiki) before asking questions. The feature is called FSM.

If you want to make an enemy with a machine gun, use the FSM, see the FAQ on the wiki.

If you want to create a special explosion, also use FSM. particle command would be helpful.

The sound of shells can also be made using the FSM. 

By increasing the margin of the bullet projectile image, the firing point can be moved. 

If you want the bullets to fire from the lower right corner of the screen, increase the transparent area in the upper left corner of the bullet image.

Almost all 3D models are only textured on the surface, so perhaps that is not something that should be fixed.

If you want a texture on the reverse side of the tile, prepare four (or six) rectangles and make them into a thin board to create a hollow box.

Using this box, the tiles will appear to be rendered correctly because the surface will come to the area that is normally the backside.


Thank you for your response! I had completely overlooked the in-game option.

Is there a limit to the number of custom particles present?

I used the FSM from the EFPSE wiki as a reference to create decorations that generate Environment Particles. The decoration name is "Env" and the custom particle name is "Custom0.png". The code works fine and continues to scatter particles over an area of roughly 5*5*5.

FSM:

image Env 0 3
image particles 0 0
state IDLE NONE 0
frame 0 0.025 0 0 0 NONE
frame 0 0.025 0 0 0 SETVAR p1 RANDOM(-200,200)
frame 0 0.025 0 0 0 SETVAR p2 RANDOM(0,200)
frame 0 0.025 0 0 0 SETVAR p3 RANDOM(-200,200)
frame 0 0.025 0 0 0 CUSTOMPARTICLE 0 6000 $p1,$p2,$p3 0.005,0.003,0.001 0.08 0.01
frame 0 0.025 0 0 0 SETVAR p4 RANDOM(-200,200)
frame 0 0.025 0 0 0 SETVAR p5 RANDOM(0,200)
frame 0 0.025 0 0 0 SETVAR p6 RANDOM(-200,200)
frame 0 0.025 0 0 0 CUSTOMPARTICLE 0 6000 $p4,$p5,$p6 0.005,0.003,0.001 0.08 0.01
frame 0 0.025 0 0 0 SETVAR p7 RANDOM(-200,200)
frame 0 0.025 0 0 0 SETVAR p8 RANDOM(0,200)
frame 0 0.025 0 0 0 SETVAR p9 RANDOM(-200,200)
frame 0 0.025 0 0 0 CUSTOMPARTICLE 0 6000 $p7,$p8,$p9 0.005,0.003,0.001 0.08 0.01
frame 0 0.025 0 0 0 SETVAR p10 RANDOM(-200,200)
frame 0 0.025 0 0 0 SETVAR p11 RANDOM(0,200)
frame 0 0.025 0 0 0 SETVAR p12 RANDOM(-200,200)
frame 0 0.025 0 0 0 CUSTOMPARTICLE 0 6000 $p10,$p11,$p12 0.005,0.003,0.001 0.08 0.01
frame 0 0.025 0 0 0 SETVAR p13 RANDOM(-200,200)
frame 0 0.025 0 0 0 SETVAR p14 RANDOM(0,200)
frame 0 0.025 0 0 0 SETVAR p15 RANDOM(-200,200)
frame 0 0.025 0 0 0 CUSTOMPARTICLE 0 6000 $p10,$p11,$p12 0.005,0.003,0.001 0.08 0.01
frame 0 0.025 0 0 0 READY
state DEATH DEAD 0
frame 1 0.166 0 0 0 NONE
frame 2 0.166 0 0 0 NONE
frame 3 0.166 0 0 0 NONE
state DEAD NONE 0
frame 3 0.25 0 0 0 NONE
frame 3 0.25 0 0 0 NONE

(What a terrible repetition)


So far there is no problem with this decoration, but If you place an unusual number of these decorations in the same room, the more you place, the shorter the particle's life time will be (it will disappear quickly). I am thinking that there is a cap on the number of custom particles on the map, so particles that have exceeded the cap may be disappearing. Or my knowledge of FSM sucks.

They can also be reproduced by creating dummy enemies that bomb the moment they are generated.

First, create a dummy enemy who self-destructs upon death(Explosion radius is set in the editor) and his FSM file.

Use SETVAR to set a variable at the beginning of state CHASE, and then use that variable in JUMPIFEQUALS to move to state DEATH.

Finally, generate them in a specific location with a script.

This way, when the script is activated, the explosion can occur at any coordinates.

Did you use space when entering the name of the wall or floor texture? This is similar to the indication when that mistake was made.

Create an enemy with a radius, sprite scale, speed, and damage of 0. 

Then, assign the sound you want to sound to the attack sound. 

By having its perform melee, a floor that makes a sound when stepped on is completed.

If you want the sound to play only once, you must either increase the attack delay or use the FSM to make it commit suicide.

thank you. I would like to think of another way to use it.

I wondered if I could create a script that mimics the map display feature used in Flaw detection. It is a "dash button" that increases the player's movement speed when pressed.

I created a test program named test.script by inserting "bind q test" at the beginning of Menu.script as in Flaw detection. And it worked fine, test.script would run anytime I pressed the Q key.

However, while commands such as displaying text, displaying images, and decreasing the player's health worked, I encountered a screen freeze when I added commands such as "player speed", "player move", and "player retro". Are these commands not suitable for use in scripts called with the bind command?

It is described in the Map editing page of the EFPSE manual.

Floor textures only work on the first floor and act as ceilings on the second and higher floors. Therefore, wall textures should be used as floors on floors higher than the second floor.

Probably not possible. You can make individual sounds by laying the enemies all over the floor, but then there is no room for other enemies.

I was under the mistaken impression that I was supposed to put the images in the particle folder for a long time, so I'm glad to know that. However, it doesn't work so I still need to do some trial and error to adjust the parameters.

I am thinking that I could at least make dynamite by first creating an enemy that self-destructs a few seconds after it appears, providing a weapon state machine, and setting it to summon that enemy using the SPAWN command during an attack.

(1 edit)

I played SLATRA and was impressed by the state machine with the enemy meat pieces flying around and wanted to create something similar.

However, I am failing because I don't know how to specify the meat piece sprite (the "imageindex" part) when using the PARTICLES command in the enemy state machine. Does anyone know how to load particle sprites?

Sorry, I misread that.

I found the relevant settings from the game I built and disabled all but FOV. But I could not disable the behavior when the weapon is taken out.

I will continue working on this for now. Thank you very much.

I could only find "ViewBob Scale" and that was different (it is the movement when walking).

If there are other settings than that, I would like to know more about them.

Is it possible to disable the movement of the sprite when a new weapon is acquired (changed)?

I am currently trying to create a game with simple content like Wolfenstein 3D.

eFPSe weapon HUD icons are too small, so I am trying to add larger HUD images to the weapon sprites, but the movement of the weapon when you get it (or take it out) makes it unnatural.

(I was able to disable the weapon movement while walking by rewriting the "Player.dat" file. Perhaps the movement when the weapon is retrieved could be rewritten in the same way).