itch.iohttp://itch.iohttps://itch.io/t/5642691/updatesupdates?https://itch.io/t/5642691/updatesFri, 12 Dec 2025 02:42:27 GMTFri, 12 Dec 2025 02:42:27 GMTFri, 12 Dec 2025 02:42:27 GMTthere hasn't been an update since june, is this still being actively worked on, can we get and alpha 2 soon?

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https://itch.io/t/5237148/ez-gb-suggestionsEZ-GB suggestionshttps://itch.io/t/5237148/ez-gb-suggestionsThu, 21 Aug 2025 09:51:03 GMTThu, 21 Aug 2025 09:51:03 GMTThu, 21 Aug 2025 09:51:03 GMTNot sure if you want ideas/suggestion at this stage - a few ideas that would fit nicely in EZ-GB...

Independent enemy-height: 
Sprite-height determines default enemy-height but user can now manually enter specific enemy-heights as required. 
This allows larger enemies to crawl through tunnels and under obstacles.

Enemy smalll-collision: 
Enemy collision now allows them pass over smaller obstacles. 
This prevents them getting stuck on insignificant geometry.

Enemy-Shoot-offset: 
Enemy projectiles can now be scripted to shoot at the player from any height. 
eg: enemyShootOffset = 0.3
This allows helicopters to shoot down at the player etc.

Map editor Import/Export/Merge:
Map Scenes can now be exported/imported (as prefabs) and also merged with each other. 
This is a handy way to make/share modular parts for a map (separately), then join them all together afterwards. 
An example would be making a buidling, the "skyscraper" prefab) could then be imported for use in diffferent projects/maps. This would include all the textures, models, enemies, tiles, modifiers, object and lighting data.

Map editor Select/Move/Group:
Elements in a map/scene (such as:  textures, models, enemies, tiles, modifiers, object and lighting etc.) can be selected and grouped together so they can be moved/rotated within the map as a group.
This makes map-building and scene editing a more intuitive and speedy proccess (rather than having to delete individual parts and re-paste them in a new position).

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https://itch.io/t/5199639/helloHellohttps://itch.io/t/5199639/helloSun, 10 Aug 2025 08:40:42 GMTSun, 10 Aug 2025 08:40:42 GMTSun, 10 Aug 2025 08:40:42 GMTHope all is well Clark. You're a genius and a very kind person, I'm extremely excited about ezgb.

Do you imagine that user-scripts and FSM sequences will simply port across (as a backwardly-compatible component), or will it be completely different?

I'm still working away on my project until I can port it over. Added loads of new features recently using the old scripting and FSM. ..

Alien egg-sacs which open (on proximity to player) and spawn face-huggers, which spray "acid-for-blood" on the floor when killed. The acid harms the player when stepping on it (obviously from the movies but similar game-mechanic to "Alien Trilogy", if anyone's ever played that).

https://www.dailymotion.com/video/x9o3tem

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https://itch.io/t/5004534/tested-ezgb-alpha-with-my-efpse-project-on-pspTested EZGB alpha with my EFPSE project on PSPhttps://itch.io/t/5004534/tested-ezgb-alpha-with-my-efpse-project-on-pspFri, 20 Jun 2025 14:05:59 GMTFri, 20 Jun 2025 14:05:59 GMTFri, 20 Jun 2025 14:05:59 GMT

Some tiles are missing, there are no 3D models on scene. But it works with very good framerate! Fantastic!]]>