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CG8516 (Clark)

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A member registered Jul 07, 2023 · View creator page →

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No, I'm targeting 6th-gen hardware as the minimum spec for ezgb. Anything older would require a lot of strict limitations on assets and artstyle.
I would still love to work with the n64/ps1 some day though, just not for ezgb.

Yes. I'm aiming for 100% compatibility with efpse projects, so anything efpse can do, this will also be able to.  
And yes, I plan on adding sprite animation tools to the editor, so you won't have to modify fsm files to adjust animations.

There won't be anything preventing it, but you'll need to write some custom scripts if you want to do anything the built-in tools/templates don't support.

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Thank you! Funnily enough, an earlier build of sang is one of the games I've been using to test the engine.  
I'll probably have to skip it for now, because a lot of entities and lights are spawned with the map script, but I'd love to use it as a demo for when I get efpse script processing working.  

Also, any type of game will be possible to make!  
FPS will probably be the most common genre at the start, because it will likely be the only genre with dedicated tools in version 1.0, but there'll be more genre-specific templates/tools coming later, and the scripting engine will be advanced enough to allow anyone to build anything, regardless of what tools are included.

Awesome, thanks for that! I think I'll switch out the demo map with each pre-alpha build, so I'll add this to the list :)

Thanks! I'll add it to the map rotation for future builds :)

Thank you! I'll keep it in mind for future builds, but right now I'm looking mainly for something resource-intensive which might struggle to run on everyone's hardware. Lots of lights, lots of entities, lots of different textures, lots of modifiers, etc...   

Right now your game renders at over 300fps on the psp, which is great, but  something that runs really badly will be better for performance testing.  

Not yet.  
In the future there will be a scripting system, and all efpse scripts/fsm's will be converted to the new scripting language automatically when you import your project.  
Right now there's no scripting support because everything is still very early in development, but it's something that will be added before the first non-alpha release is out.

Yep, it will be 100% free and open source.  
I'll probably license the engine runtime with the BSD 3-clause, because it will allow anyone to legally port it to proprietary console sdk's.  
But I'm considering using the GPL or a non-commercial license for the editor, to prevent people from trying to sell lazy forks.

Yes, I mentioned the first pre-alpha release date right here in this post.  
There's a one-sentence TLDR right at the top for anyone who doesn't want to read the whole thing.

Yes. Both the editor and engine will support windows and linux from the very first pre-alpha build.  
Linux is kind of the 'main' platform because that's what I'm using for development, but of course windows support will also be heavily prioritised, because that's what 90% of people will probably be using.

Yes it will. I mentioned this in the announcement post last month. There's a few other details there if you missed it.

Yes. The scripting system will essentially allow you to do anything, so there won't be anything preventing you from making your own third-person camera.  

Version 1.0 will probably have a very basic third-person camera script included, but it will be more like a demo to show how something like that could be built with scripts.  
I do plan on eventually making a more complete version though, with things like target locking and more cinematic movement/controls, but it won't be until after ezgb 1.0 is released.

If you don't pick a genre, you'll still have a basic set of tools for making games. You'll just have to write or import all the scripts and genre-specific tools yourself, kind of like a simpler version of godot.

Version 1.0 (first non-alpha build) will probably only include an fps genre template, but I definitely want to add a racing template at some point after that, and potentially more in the future.  

There will also be a way to create your own editor tools, so anyone decent at scripting could create and share new genre templates without relying on me to add more.

I haven't planned on adding mod support, and built games won't have any included editor tools.  

You could make your own in-game level editor, but any levels built from within your game probably won't perform as well as levels which were made with the ezgb editor.  

This is because the editor makes a lot of performance optimisations when you export a game, and the only way I can support so many different consoles is if I keep the 'runtime' (the game.exe that your players run) as small and lightweight as possible. If the game.exe also included all of the editor tools, it would be much harder to port to each console.

The best part is, you won't ever have to!

Not really. I do have a patreon, but I'd feel guilty accepting money for something that isn't released yet.  
I'll make the patreon and other potential donation methods more public once ezgb is out of pre-alpha, and you're able to actually build and export games with it.

Basically any type of game will be possible to make in ezgb, but you'll probably have to do some scripting if you want a game like daggerfall.

Yes, there won't be anything preventing any genre of game from being made in this engine. But it probably won't come with rpg-specific tools/editors in the first release.

If it was my code to give out, I would.
But I received the efpse source on the condition that I keep it private, and I don't intend on breaking that agreement.  

The only way I can release the efpse source without breaking that agreement is if I rewrite it entirely from scratch. Then the code would be 100% mine and free to share.  

That was my original plan with this engine, but I figured if I was going to spend so much time rewriting everything from scratch, I might as well make the foundational improvements required to more easily support the features the efpse community was asking for.   

I know it's not the same, and I do feel bad about stopping efpse development, but my other options were to continue developing a closed-source engine by myself, or create an open source replica of efpse with all the same design limitations.  

I don't want to see efpse die either, which is why I'm developing a more maintainable open source successor to it.

Not at the moment.  
A version with all the features I've currently planned which can export to all the platforms I want to support could take many years before it's ready.  
But a trimmed down pre-alpha version that lets you make some efpse-like games for windows/linux could be out within the next couple of months, if I spend almost all of my spare time working on it.  
Though the last thing I want to worry about right now is whether or not a change I make will break someone's project/workflow, so I might put off the pre-alpha builds until everything's in a more stable state.  

I'll give a better estimate for the first pre-alpha in next month's progress update.

Thanks!  

The built-in game genre templates will allow you to build games in the engine without writing any code, very similarly to efpse.  
You'll also be able to adjust script values/settings from within the editor, so you'll have a bit more control over how each weapon/enemy/whatever works without ever needing to look at the code.  

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Thanks!  
I'm using C++ (sorry rust cultists), but it's written more like C with just a few of the nice bits of C++ that have no added runtime cost.  
So there's some operator/function overloading, constant expressions, and a few basic classes with constructors/destructors, but there's no virtual functions, rtti, etc...   

I picked C++ because it has the best support on all the platforms I'm targeting, and it gives me the option of easily using C or C++ libraries/sdk's.

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Looks like a GPU issue. Does this happen for any other 3d games on your pc?   
Are your graphics card drivers up to date?  
I also see you're using EasyFPSEditor 1.5, not CE. Does this issue still occur with EFPSE CE?  

You need to have .net framework 4.6 or later installed.  
Here's a download link to for the latest version: https://dotnet.microsoft.com/en-us/download/dotnet-framework/thank-you/net481-web-installer

Alright, thanks for clarifying.
And thanks for the video too, that's very helpful!  
Is that issue still happening for you on the latest alpha build?

Very strange...   
And you're not saving it to OneDrive or something like that?  
Because unless there's a weird storage issue, or your harddrive is dying, I have no idea why that could be happening.  

Hi, thanks for your feedback!

I'll keep these things in mind for the future, but I'm currently avoiding adding any new features to the engine.
Very small things like the ability to enable/disable the minimap are ok, but anything that involves the editor, requires rewriting or requires extensive testing are not a priority right now.  

The latest 1.11 alpha (bleeding edge) builds have many more HUD commands, including rotation, scale, and layers.   
These should allow you to do anything you're trying to achieve with the HUD, and will allow you to implement a custom minimap.  
The latest alpha also has script commands that give you much more control over the flashlight.    

I'm not sure what you mean by dummy states?
You can already create your own states, and conditional branching is already supported.  

I'm also not sure what you mean by the player's projectile not taking damage? 
Enemies can't damage projectiles, only the player.  

The projectile crashing issue is also fixed in the latest alpha build.

Hi, sorry to hear that!  
What version of the engine are you using, and where are you saving your project?  
Does it happen immediately if you create a new project, save it, close the editor, then load it again?
I'm aware of an issue where some people have had their project become corrupt after a power failure or system crash. Did you experience either of those?  

Hello!
MUZZLEANDFLASH should be MUZZLEFLASH
And you also need a space after the first five numbers in the 'PARTICLES' action:
frame 5 0.02 0 0 0 PARTICLES 25 1,1,0,0,1 0,0,1

I wrote this game with C and the homebrew psp sdk: https://pspdev.github.io/pspsdk/  
The graphics API (sceGU) is very similar to fixed-function openGL. So if there's anything you're trying to understand about sceGU, you can often use information/resources made for legacy openGL.  

I learned most of what I know about psp development from the samples included with the sdk.  
For example, this one shows you how to render a spinning 3d cube: https://github.com/pspdev/pspsdk/blob/master/src/samples/gu/cube   

I built a very small engine/framework for managing things like object positions, mesh data, sounds, etc..   
But I think the most important thing was building a gltf converter.  
This allowed me to build the entire level with blender, export as a gltf, then convert it to a format that the 'engine' could read directly, without needing any runtime conversion.   
This meant I could build a game without needing to also build a 3d editor.  
And I could build the engine with less work, as it only needed to support one texture type, vertex layout, etc..   

I did all the texture conversion, mipmap generation, vertex format changes, etc. on my pc, so I didn't have to worry about porting libraries to the psp, and I didn't need to deal with the memory limitations of the PSP during conversion.  

If you're just getting started with psp development, I would highly recommend checking out all of the included pspsdk samples.  
The psp homebrew discord: https://discord.gg/VZcjFvy3mT is a great place to learn more about psp development.  

This tool might be able to fix the issue for you automatically, just make sure you backup your project first
https://github.com/CG8516/EFPSE-Project-Fixer/releases

If that doesn't fix it, could you send me the Textures.dat file in your project folder?

What version are you using?
Triggers are only supposed to activate once, so it sounds like you're experiencing a bug.
Also, do the sounds interrupt when you get far away, or does it only happen if other sounds are played after it (weapon firing, enemy sounds, etc..)
I'm only able to encounter the interrupting audio issue if many other sounds are played after the trigger is activated, so if that's the same issue, it'll be fixed in the next alpha build.

This is now supported with the 'mcheckboxstyle' command in the latest alpha build

You could place a trigger to play a sound file, then the sound will play when the player walks into that tile.

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There probably won't ever be a macOS port of this engine in its current state. It was made with windows forms, so it's not easy to port to other OS's.
But I'll have more info to share about this and the future of the engine when the 1.11 update comes out.

Sorry you're having this issue :/
I can't really say what's going wrong without knowing a bit more about your project.
Did you place a player start position on those levels?
Are you using any scripts?

Custom particles share the same limit as normal particles. If you spawn more than the limit, some of them will be deleted.
This is configurable in the in-game settings menu, or by editing the config.ini file

The editor and engine have been tested and confirmed to work on all major releases of windows from vista to 11.
Your post is a little vague, what isn't working about it?
If the editor isn't starting, you may need to install .net framework 4.6 or newer: https://dotnet.microsoft.com/en-us/download/dotnet-framework/net46
If games aren't launching, you might need to install visual C++ 2019 or later: https://aka.ms/vs/16/release/vc_redist.x86.exe

If the problem is something else, let me know

Sounds like you might be loading maps that were made before the map format was updated.
Try opening your map files (in the Maps/ folder) with the tool on this update post: https://jessicochan.itch.io/easy-fps-editor-lite/devlog/345722/update-4

Make sure you backup your project first, just in case something goes wrong.