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Requests etc.

A topic by Otokam0510 created Aug 14, 2024 Views: 323 Replies: 4
Viewing posts 1 to 2

I think this tool is an excellent tool for making games easily.
However, I have some requests that I have made while using it, so I have summarized them here. (v1.10.5)

- PROJECTILE firing position adjustment function.

When setting up enemies, the muzzle of the graphic and the firing position of the PROJECTILE do not match at all.
Even if you use the FSM function, you can only adjust the height, and you cannot aim up and down, so it is difficult to use.
I would like to add a firing position item to the enemy scale adjustment window so that it can be adjusted even without using FSM.
Similarly, I would like to be able to adjust the firing position of the player's PROJECTILE.

- Add the concept of layers and size to the HUD.

The HUD can only be adjusted in position, and there are not many options for placement. Also, the HUD image displayed in Scripting is displayed in front of the standard HUD.
If you name the image "Foreground0.png", it can be displayed behind the HUD, but this cannot be switched on/off in Scripting.
I think that the HUD needs layer and size items to make these elements coordinated.

・Minimap function expansion.

The minimap only displays the terrain of floor 1, so it is not compatible with three-dimensional maps.
I would like it to be rewritten appropriately according to the player's Z coordinate.

・Minimap permission can be controlled by script.

Currently, the player's permission to jump, crouch, etc. can be controlled by script, but I would like to control permission to use the minimap and flashlight as well.
In the early stages of development, I was thinking of a stage structure where you can progress through complex mazes without getting lost by picking up a map, but this idea was scrapped.

・FSM function expansion.

Enemy behavior is determined by the current States, but the timing of PROJECTILE launch, etc. belong to Actions.
I would like to expand this and increase movement-related Actions such as lateral movement and hopping, and set more complex behavior patterns.
I would also like a dummy States item to allow conditional branching with JUMPIF-related Actions.

- Bug reported.

When an enemy uses a hitscan attack, the player's PROJECTILE will not take damage until the next ATTACK state.
This was addressed by changing the enemy's attacks to invisible and fast PROJECTILEs, making them a pseudo-hitscan.

After a certain point, a bug occurred where the game would crash when a newly created enemy tried to fire a PROJECTILE.
This was resolved by deleting the executable file for test play and regenerating it during test play.

Developer

Hi, thanks for your feedback!

I'll keep these things in mind for the future, but I'm currently avoiding adding any new features to the engine.
Very small things like the ability to enable/disable the minimap are ok, but anything that involves the editor, requires rewriting or requires extensive testing are not a priority right now.  

The latest 1.11 alpha (bleeding edge) builds have many more HUD commands, including rotation, scale, and layers.   
These should allow you to do anything you're trying to achieve with the HUD, and will allow you to implement a custom minimap.  
The latest alpha also has script commands that give you much more control over the flashlight.    

I'm not sure what you mean by dummy states?
You can already create your own states, and conditional branching is already supported.  

I'm also not sure what you mean by the player's projectile not taking damage? 
Enemies can't damage projectiles, only the player.  

The projectile crashing issue is also fixed in the latest alpha build.

The "dummy states" were requests for features that were already implemented because I wasn't familiar with the tool's functions. This was due to insufficient checking on my part.

"player's projectile not taking damage" was a translation error on my part.
When an enemy uses a hitscan attack, they become invincible, and even if they are hit by the player's projectile attack they will not take damage and no state transitions will occur.

I was able to recreate the situation.

Developer

Alright, thanks for clarifying.
And thanks for the video too, that's very helpful!  
Is that issue still happening for you on the latest alpha build?

I loaded the same data into 1.11 alpha 39 and tested it, and got the same happening.