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(+1)

It runs really well! The only problem is that with those kinds of camera controls you can't actually see what's happening in a small space, the walls block the camera.

I don't know which version of a game maker you're using but I'm sure there's some coding floating somewhere to make walls between the player and camera invisible?

(+1)

Hi Disteerily, thank you for commenting! Were you able to move the camera with the mouse? Putting it directly above the player can make hallways a little more tolerable, but I agree I need to mess with the view in small spaces.

I was actually just using Q and E to rotate the camera! I didn't realize there was a little guy who told you the controls until just now, I thought they all said "test" so I didn't realize I could use the mouse at all; it's not a very common thing to do in RPG maker-like games like this.

With the controls being so close together on the keyboard could I suggest a change to the layout if it's possible, to make it more streamlined? 

With the use of the mouse to move the camera, I don't think Q and E would be needed at all for camera movement; jump could more easily be accessible with WASD if it were the spacebar; E being interact; right click being cancel, and Q being the menu. The spacebar or E also being an accept button for the menu screen would also work with this layout.

Like this:

Q - Open/Close Menu

E - Interact / Accept

WASD - Move

Spacebar - Jump

Mouse - Camera

Right Click - Cancel

Having all the buttons right under WASD doesn't seem very intuitive for a single hand, and an opening button introduction screen as soon as you start a new game seems more user friendly than on one of the test buddies, if that makes sense?