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cleveblakemore

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A member registered May 01, 2018 · View creator page →

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outstanding! A lot of details for 6500!!

What is the triangle count on this model?

Is there a collection returned that can be passed to "foreach" to iterate through all characters currently in a room? I have looked but I can't find it.

I'm sorry, that is over my limit. Around 12,000 is my top end and more than that is often overkill. I have bought two of your models and they were really excellent and low triangle counts under 10,000.

How many triangles?

How many triangles on this model ?

No link to sample? Why?

(1 edit)

I have not heard this before. I suspect it sounds like there is a real problem writing permissions from the directory it is installed to. That would explain most of your problems.

You can delete the settings file and start over. I don't think that is the problem. 

If you are installed on a remote drive with limited permissions, that sounds like it could cause this.

Please review the environment to see if this may be the case.

If that is not the problem, try setting the start to Windows 32 compatibility for XP or earlier.

Are these rigged for Mechanim/Unity ?

Thank you for your help. Luckily I saved some of the code from the old approach, which was working well. 

Can I ask you one more question - since StartCutscene is such an easy way to disable all input and take the kind of control needed for the turn-based combat, is there a way to block any escaping the cutscene with the key as at present? I think I can get it all working if I wrap the combat sequence in a Start/End Cutscene. This was semi-working now but the user could escape out with the key.

I could not get any of that working right. Other dialogs getting called, etc.

Have another approach driven by GUI clicks on a menu to advance, going to try that one.

Very clean!

I hope you will forgive me, my original code worked similar but I kept being puzzled by nuances of the implementation, I was never quite certain if the code was doing what I thought it was doing.

Going to try to drop this in to see if it works, thanks again.

(1 edit)

I tried some things but they didn't work.

It's a little more coding but I think the WaitInlineDialog might be the easiest way forward.

One thing about that ... can you send it a list of text strings instead of physically putting them in literals?

... of course ... param [] strings. Excellent,

This way I could compose the string(s) as I am doing now with the regular Dialog - only showing what is appropriate for the character in the actions they can take in combat.

(2 edits)

Thanks, that's cleared up a lot. I suspected Dialog was non-blocking.

I am going to try "WaitFor" as long as D.Current != null, that could be very simple and straightforward.

Can you tell me if the background animation of characters will continue just replacing that one line below each call to show the dialogue? 

Very simple fix. 

Thanks for your help, I am going to try this to see if it works. I may need to follow up with you.

My game under Powerquest is looking absolutely wonderful. I was trying to write my entire turn-based combat engine in game script instead of all the extra code I originally put it. If I am successful I would love to post a tutorial showing people how I built it using PowerQuest alone with some minor extensions. I know there are a lot of people who want a similar engine for their game content.

P.S. I didn't know it is was a bug or not - do commands like "E.WaitFor" need the yield return or does the script implement those automatically in the current version? I tried this and many variations, they were not working for me. Does "UpdateBlocking" need to be called in a loop while waiting?

(2 edits)

I am trying just to get all four commands for turn-based combat.

I want to call out to a co-routine and have it call a special dialogue tree for my main character and three companions.

Some extensions below but not relevant to my basic problem. I simplified it to show what I want to do.

Call each special dialogue until they are closed, then call the next one. When all orders filled, exit the co-routine.

Any help much appreciated. This is super simple code after having vast elaborate schemes with ten times this much code and this still doesn't work to simply display them one at a time.

It shows each "Display" debug text but only the last menu for "Goliath" ...

I need to know how to open a dialogue tree, wait for it to be closed, then execute the next one.

Code below ...

---------------------------------------------------------------------------------------------------

C.Jonah.TurnOrder = Character.TurnOrderMode.None;

C.Goliath.TurnOrder = Character.TurnOrderMode.None;

C.Eddy.TurnOrder = Character.TurnOrderMode.None;

C.NurseJan.TurnOrder = Character.TurnOrderMode.None;

   if(C.Jonah.IsDead() == false && C.Jonah.TurnOrder == Character.TurnOrderMode.None)

   {

    Display: Showing Jonah Combat Orders ...

    D.JonahCombatMenu.Start();

   // E.WaitUntil(()=>C.Jonah.TurnOrder != Character.TurnOrderMode.Pending);

   }

   if(C.Goliath.IsDead() == false && C.Goliath.JoinedParty == true && C.Goliath.TurnOrder == Character.TurnOrderMode.None)

   {

    Display: Showing Goliath Combat Orders ...

    D.GoliathCombatMenu.Start();

    //E.WaitUntil(()=>C.Goliath.TurnOrder != Character.TurnOrderMode.Pending);

   }

   if(C.Eddy.IsDead() == false && C.Eddy.JoinedParty == true && C.Eddy.TurnOrder == Character.TurnOrderMode.None)

   {

    D.EddyCombatMenu.Start();

    //yield return E.WaitUntil(()=>C.Eddy.TurnOrder != Character.TurnOrderMode.Pending);

   }

  if(C.NurseJan.IsDead() == false && C.NurseJan.JoinedParty == true && C.NurseJan.TurnOrder == Character.TurnOrderMode.None)

  {

   D.NurseJanCombatMenu.Start();

   //yield return E.WaitUntil(()=>C.NurseJan.TurnOrder != Character.TurnOrderMode.Pending);

  }

End

Is the manual included with the installation?

Included with the installation.

What domain, specifically?

Are they rigged and what is the triangle count on the .fbx files?

You're very generous. Just dropped these into my Unity project and they were a massive improvement over what I had. Thanks.

Other packs lack hot FRPG women in equal measure so they are useless. This is ready to roll for any retro reboot of the genre.

(1 edit)

IS this mechanim compatible with Unity? How many triangles this model?

(3 edits)

I just bought a triple AAA title on Steam I played for ten minutes and quit from boredom.

This thing has tons of bugs and is the absolute bomb. I was genuinely scared at points. Nervous unease constantly.

Modern games suck. They've got graphics a million times better and otherwise are junk. This thing rocks.

Resident Evil creepy vibes with this one for sure.

Even has twisted raytracer lines in textures. I almost died from terror a few times. So awesome.

The little touches with the narrative, dialogue and descriptions just make it immersive. So much in there missing in games with full lipsynch and spoken dialogue. So much.

Good stuff but no pretty females to balance it out. Got to have pretty female characters for an RPG.

Does this include the demo seen in the video?

Can you provide matching animations for your previous pack of static opponents? There would almost be enough to put together a real roster of monsters.

So beautiful it makes you gasp to see it in-game. A real retro turn back to the classics. The art is amazing. Like Ultra-Gameboy graphics.

Any chance of getting a ladder climb for this guy? Always helps in a platformer.

I don't think so, I am sorry but it would be a big translation and I cannot find the time to devote to it.

Hope you enjoy playing it as much as I did creating it.

How many triangles and is it available as .FBX ?

Got kind of a PSX feel, very moody atmosphere for so few triangles.

Sale for me.

(1 edit)

What kinds of triangle counts on the pieces?

Are they in .FBX format?

What format is the 3D File?

That is great, thanks. The Unity work chain orbits around Mechanim. Everything is much easier to do in Unity if the rig is mechanim.

I bought it before checking. Mechanim compatible rig?

No, they accept debit/credit card. I pay for all purchases on itch.io with my debit card.

Can you add debit card as an option to pay? Through ITCH.IO, no foreign banks etc.

No place to hear them

Is it possible you could do a tentacle horror type monster for this guy to encounter? Just a suggestion. There are not enough low poly tentacle horrors available.