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(+1)

Oh don't worry, what I meant is that the internal resolution is different from the game window size. So right now it's always being rendered at 1920x1080, no matter if you make the game size very small or expand it to fit a 4k monitor. 

What I have yet to do, is make different resolutions available so people playing with different displays don't have to load the game at 1080p if they have a smaller monitor, or so it doesn't get blurry when playing at huge ones. You'll still be able to change the window size. 

But yeah the fullscreen is going to be already in the game in a couple of days when the public gets released so no problem about that! And soon enough I'll make it so you can also choose borderless window, it's easy in the engine I just have to make it an actual option.

The other things you mention I'll also work on! It's just that this kind of thing takes time and I'm just a guy, so I hope you can understand. I'm slowly adding more features and QoL changes all the time, so feedback like yours help me taking note of problems. They will be addressed.

Also the blue markers are meant to show parts where you don't see a door. If you see a door, there's no reason for a marker, but if there was no marker when at the end of a corridor I feel it would be confusing. About interactions,  that's a bit more random yeah XD

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Urghhh. Now I get it. Those " signs looking like the pause button are supposed to be sliding doors. In the  pictogram dictionary, doors look different, and double bars are pause. If there is no need for blue signs in your grand design, you could consider just using a small door complete with color and texture for dummies like me. So just telling the little blue thingy to use door texture or something like that.  And maybe exchange some of the arrows for the door hint as well.  They are doors you have to activate. And there is at least one door that is a sliding door from one side and an arrow from the other side.

This is pixel art. I am surprised about those resolution considerations. I would have guessed that it looks the same at basically every resolution available to  the usual systems, including small tablets. Also, at least on Windows, there is desktop scaling.  The recommended scale is 300% for 4k. Games that do use internal high resolution should handle that differently, of course. But there are possible side effects. Like windows telling an app a much smaller resolution, than the display really has, depending how was asked.

So keep up the good work and do not fuzz about details too much at this stage. I only played for a couple minutes. But in the sea of lewd games, non-vn style games are rare (exclulding the plethora of rpgmaker stuff) . What I mean is an avatar running around like the olden point and click. Maybe the engine even supports clicking where to run. But even wasd is refreshing. 

(+1)

Oh shit! I didn't answer this. For the doors and such, another user suggested somthing similar, having small animations like that, so that's one option.

And thanks! I can eventually add point and click in the engine, there were some requests about that too actually haha. I did that on another project with this engine so it should be -relatively- easy to do, just having to consider some things.

Slowly but surely :D

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I have not much clue about this, but it looks to me, that you would only have to tell the blue doors to use not the blue texture, but the texture of the sliding doors and would be done already. They do look adorable, but as I pointed out, with that color as a pictogram, they look like the pause button on your remotes.