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Awesome! And the default cursors look pretty cool :)

One problem though: it seems I can't make Set Entity Script work when using "self" instead of a specific ID.

  • I've tried adding it as a quick script at the end of a dialogue triggered by a script, with set_entity_script(self, "") and the script which launched the entity's dialogue was still activated.
  • I've tried triggering it before the dialogue, at the end of said script, but it didn't work either. Here's my script:
    set_entity_model(self, "empty"); modify_navigation("1a", "1b", 0); play_sound("explosion"); set_entity_script(self, ""); start_dialogue("victory1")
  • However with the same script as above, it works fine when specifying the entity's ID: set_entity_script(entity["target_entity"], "")

Also, I have a (hopefully) small request for the next version if possible: a while ago, I mentioned an experimental side project, which I wanted to postpone until Nékromegà is finished, but... I can't help it, I have to do it now :) Ideally it would simply require an option to hide the UI from start, since it wouldn't be used at all. I'll write more about it later, but basically it would be a "timed" process making use of Itch's Foundry, with tiny daily updates depending of a precise set of rules until the whole thing is complete.

Cheers!