Got it! Thanks
AlejandroG
Creator of
Recent community posts
Thanks, I made two 3D models (decorations) and upon interacting with a terminal I scripted it so that the 'lever_up' model got replaced by the 'lever_down' model. The only problem was that for some reason the 'entity delete' command did absolutely nothing and so I had to resort to 'entity move' in order to shift the 'lever_up' model into a wall so that it would disappear; not sure if it's a bug or I did something wrong, but the command is pretty straightforwards. Then I used 'entity spawnat' to get the new lever model appear where the previous one was.
I will try changing the textures via FSM once I've studied that well enough. Thanks for the help!
(EDIT: I understand it is possible to attach a script directly to the decoration, but still learning to do that)
Hi there, I'm just starting out with EFPSE and I'm trying to give the player visual feedback that a switch has been activated. I used a terminal on a wall which upon interaction opens a bunch of doors elsewhere. This works just fine, but I wonder how I can get the wall texture change to show the switch has been used. Should I add a decoration for this? I wanted a flat texture in the wall (or even a 3D model, but haven't used those yet) to change. Is this possible? Would be grateful if anyone could point me in the right direction.
Woooo that was lots of fun! Controls are cool, wall jumping and rolling are satisfying, dodging the bullet barrages from the turrets by rolling while breezing through an area was one of the most fun parts for me. The 'elevator grips' were cool, hadn't seen them elsewhere before. The boss fight was not too hard but not too easy either, with different phases, attacks properly telegraphed, visual feedback for health was cool. Adding an additional frame for the MFC when it's jumping around would make it 5 stars. Overall, great game, has a slight Jazz Jackrabbit feel to it (graphic style, fast movement). Looking forward to further updates!
So this was really immersive and interesting. I loved the trippy surrealist aesthetic, it even gave me some weirdcore vibes. Sometimes it's hard to tell what you're looking at, but it's like you get used to identifying things the more you play. I like the dream-like nature of it. For example I noticed that the door knob you find doesn't fit the handle that appears in the scenery upon using it, but then I thought "well, maybe that's intentional, it's just like something that could happen in a dream". I also liked the 'sanity' meter appearing in encounters with other creatures.
The narration is cool and the sound/music design gives a unique feel to the game.
For some reason I imagine this game having different outcomes depending on your decisions (like a multiple ending book).
Traversing back and forth can sometimes become a bit cumbersome since it often requires right clicking to get the "traverse" option. Maybe once the player has been through a given passage, the cursor could become the 'move forward' arrow to make backtracking smoother.
Something minor I would improve is the inventory selection; since items float around on top of each other, it's often hard to pick whatever you want and end up selecting something else. It would also be cool if the name of what you just selected appeared on top of the description (and maybe the selected item could glow or something).
I'm looking forward to seeing what's in store for the future of this project!
Nice game! I like the fact that it's made of "modules" which assemble together in a random fashion depending on the seed. The control feels nice and is quite addictive too.
I was wondering whether the jump key should be 'up' or maybe another key. Maybe in the keyboard is no big deal, but in the case the player's using a controller, binding the jump key to one of the action buttons might work better. In my case I love using the numeric keypad instead of the arrow keys for some strange reason, but it wasn't supported here.
I wonder whether it was intended, but the player loses air control upon hitting a wall or disengaging from a wall jump (i.e. sliding down the wall, once you're off it you won't be able to move either left or right mid-air, as would otherwise be possible for example after jumping off a ledge). This makes dealing with some sections trickier as you must carefully avoid hitting a wall if you don't want to fall straight down into the lava after that.
There's a pit I feel into that didn't kill me; the character went off-screen and I had to refresh the page to restart.
I didn't find any parts where the 'slide' mechanic (pressing 'down' before landing) was actually useful - I died most times I used it. It's a cool idea though; I was thinking there could be low corridors that require rolling to get through. Maybe this rolling could also be activated from a standstill by pressing the right keys.
I was thinking there could be alternate kinds of jump, just like in the game 'Hurdler' by KNPMASTER and MasterRaichu - long jump, short jump, and so on (maybe with different jump keys assigned?)
Overall, awesome game with great potential! Will make sure to keep tabs on this one.
Woah that was a fun ride! Reminded me somewhat of the Catacomb Abyss series. Despite the graphic limitations of the premise I never got lost, so I guess that talks about good level design. I liked that there are no hitscan enemies, and the guns are fun to use (although the sound for the gatling gun is a tad underwhelming). I'm amazed you could do this in just 7 days! Great work.
Awesome shmup! Art, music and sound all merge together in a kinda unique feel. Letting go off the fire button and seeing a swarm of coins rush towards you feels quite satisfying. Never felt I died cheaply, which means good design. Variety of weapons, in-game pickup choices, and then the shop to top it all off. I found the game a bit unforgiving at first (and especially stingy with health) but quickly got used to it, feels like a fair challenge over all.
OK, I had used it but then forgot about it. I tried fighting the boss with the dodge move and now it seems possible. I haven't been able to beat the boss yet but I noticed that while dodging you can't get hit, which changes the whole thing.
The dodge function is cool, and the mines too. What this game really needs is some power ups (especially health!)
Cool game! Some suggestions:
* Adding more powerups
* The green-charge-up energy ball for the interceptor could be activated with another key (e.g. right mouse button) instead of it interrupting the main gun. It could even keep draining energy as it gets stronger, inflicting more damage.
* There could be a selectable upgrade every X number of points (stronger weapon, more shield capacity, faster energy recharge, etc)
* A wider screen (and maybe taller) would make for more strategic maneuvering. This could be further enhanced by adding things like cargo ships (don't attack, they only drop pickups) or obstacles (e.g. asteroids).
* Adding a pause button
The graphics, sound and music are cool. I like the bomb effect and the lasers as well. Nice work overall, but could improve a lot!
A great start! Both in terms of aesthetics and gameplay. So much potential, I hope you make a fully-fleged game out of this! I imagine being able to upgrade planet base, create planet defenses, ship specials and more. I still couldn't wrap my head around the fact that only one ship (or unit) is allowed to attack a planet at a given time. Why wouldn't it be possible to surround a planet and perform multiple attacks? Would also make defending a planet more interesting, I believe. Anyways, an awesome start!
Original idea! Seems like a nice experiment for what could be a fully fledged game.
The only issue is that I didn't really get the logic of the rating; sometimes screens with little to nothing going on would get a high rating (although this would be understandable in some cases, as in displaying the word just before an answer is confirmed by the host).
It might be a good idea to set different criteria for rating increasing and let it know to the player beforehand (e.g. faces expressing emotions, screens showing new information...) so that the player would have to decide which to prioritize on the spot, but knowing what makes the rating go up.
It's like a 'hit the mole' game but with a twist; I like it!