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BC Software

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A member registered Jul 08, 2022 · View creator page →

Creator of

Recent community posts

This is the steam page:https://store.steampowered.com/app/3863870/_/

1.The firing effect of handguns in the game is similar to that of railguns in Quake 3. The trajectory of the bullet is clearly visible in a straight line. I have researched it before, but I am curious about your implementation method

2.The shovel in the game can be thrown. And the orientation of the shovel model after collision is determined by the direction in which the player throws it. Maybe you're not quite sure what I'm trying to express, I've tried adding a bullet hole at the collision point of the projectile before. However, the direction of the replicated bullet hole model during projectile collision cannot be changed. If my bullet hole model is vertical to the ground, then it can only be perpendicular to the ground forever, which results in the bullet holes appearing on the ceiling and ground not matching, which is disappointing. I want to know how you did it

3. I want to know how the effect of collecting shovels in the air for multiple jumps is achieved

4. The options on the start interface will have a zoom animation when the mouse passes by. I am curious about your implementation method

5. The game seems to use graphics shaders, if so, I would like to know the source

6. The suit enemies in the game will bounce up when hit, and I don't think the effect is achieved by directly moving the enemy model on the Z-axis, right?

I am attracted by the diverse and interesting systems and features of this game. If you don't mind, can I ask for some advice?

I have encountered a serious issue where when the game scene restarts, the camera sometimes feels like it's stuck inside something, making it difficult to move and even getting stuck outside the level. More serious games will be closed directly. I am very certain that it is a problem with the shader because when I turned off the shader, my game never had any issues again. If you need it, I can record a video and send it to you

Still good

And this game is what i told you before,but i can't make sure that i can finish it in the future.

I just finished the flintlock work  on last night.

Can you tell me how to use it? I tried using what I thought was the method, but obviously didn't succeed.

Also, I'm not sure if our descriptions are consistent. What I mean is that switching cameras cannot maintain the shader effect. If two shaders are added, switching camera shaders will cause problems. So I need a solution to switch cameras while still maintaining shader effects. I tried downloading the js file from the link and replacing Old School.js. But obviously there is a problem. Actually, I'm not quite sure how this shader works

press f

Another issue is that when there are more than one camera in a scene, I don't know how to make the shader work properly. For example, camera switching in cutscenes.

I have tried running all of your shaders, but I don't think you have ever used them in a formal game - after using shaders, the 2D text on the screen will be repeatedly rendered, one is the original effect and the other is the effect rendered by the shader. I want to know how to solve this problem. You can try creating a demo yourself to test this bug

I was surprised to discover this extension. Unfortunately, when I tried to compile the demo by plugging in my game controller, I was unable to complete the compilation. When I unplugged the game controller, it suddenly completed the compilation. But it cannot be controlled using a game controller

thanks!it has worked!

I would like to know if it is difficult for you to develop a plugin for CC that can adapt to TrenchBroom (Quake1's community level editor), just like Godot's Qodot? I have been using this tool recently to create levels for my game. After exporting as an obj model, it was originally possible to directly replace each texture grid with one's own texture in cc, but I found that models imported with more than 3 textures would become one texture grid. If possible, I would like to know if there is any way to solve it. The house in the FPS instance file of CC has dozens of textures. I tried exporting and importing it, and the result was also a texture grid. I am curious about how Niko imported this model.

Due to certain reasons, I am unable to access communities such as YouTube, X, and DISCORD in my country. I have to log on to these websites through some network tools when necessary, so I rarely mix with foreign Internet. If I didn't need to search for game materials on itch.io, I might not even know when I would see the message you sent me. So DISCORD is also rarely used, I only added a few game servers and hardly ever speak up.

Fine,And i am making a new game.

Hi Sven, I still have some issues that need to be resolved. The main problem now is that the events triggered between two players are not synchronized. On my end, player 1 triggers an event such as placing a block or being blown away, and player 2 cannot see the particle effects of the block and explosion. But you can see the player who was blown up. That is to say, only the player's model is synchronized in the game, not the map object. The only problem now is how to synchronize map objects. Is the CCB project using a low level? I looked at the substr in your info, but I didn't understand what it was doing. Why does its description say that "if the received instruction is inv". If it's a network, it's a bit strange to use strings for detection. From the command under MINIMALVENT, I can see that RPC is used for network synchronization, but in theory, the synchronization of player positions should use eventual consistency.

Firstly, you need an intranet penetration software to ensure that you and your friends can connect to the LAN. I recommend RamdinLan. Secondly, both parties will change the IP in init.o to the server's IP. You can directly copy it from RamdinLan's user information. Then you open the server and client, and start the game, while one party starts the client and game.

I noticed that one player's emissions, particle effects, sound effects, and other features cannot be felt by another player. May I ask if there is a solution?

This is the  game that made form your ccb flie :)


Last month, I tried your LAN multiplayer script again. And successfully connected with my friends in another city. It's worth celebrating, my friend. I think you haven't received a successful developer using this script yet. However, one thing I noticed is that the scripts that can succeed come from VER.zip instead of UDP_multilayer_stource. zip. I am curious about the reasons behind it, if you could tell me. After successfully connecting online, I conservatively replaced the player model, map scenes, ammunition fired, and other content in the CCB file without making any changes to the gameplay. This demo has also been successfully connected online, but the player's model is half body stuck in the ground from the opponent's perspective, and I clearly set the player to launch my pre made rocket, but I can only see my rocket and not the rocket launched by the opponent. I don't know why. I tried to change the player's health and attack damage, but only found a player model with a health of 999 and a launch script showing 0 damage. At present, my understanding of this script does not support expanding more content. If you can assist me in understanding the purpose of each script.

Thank you for your speech. Your work was in vain!

Thank you. However, compared to this semi-finished product that I learned early on, I would recommend a new game that I have been developing for over a year now:https://game-bc.itch.io/shake02

It's like this, if you don't install Direct3D, there may be situations where the water surface cannot be rendered properly. Considering this reason, I have hidden the water surface under a layer of "fake water" to cover up rendering issues, make the game more retro, and ensure that the effect still exists after entering the water.

Thakns for you comment!

Thank you for your comment! I am very happy about this.

Thank you for your wishes!

I have always been a fan of John Camark and have always followed his open-source game ideas. And for a small developer like me, it's already an honor for me to have someone really interested in my game. I don't care what they do with my game, otherwise I wouldn't have released it for free. I'm just a middle school student now, and games are just one of my hobbies. Being able to have someone play can already fulfill my small wish, that's all.

Once again, thank you from the bottom of my heart!

Oh, thank you for your reminder. But in fact, I put in the game files myself. Because when I displayed this game in the engine community, someone asked me for a CCB file. So when I posted the updates of this game in the community, I included this message:

"Additionally, I know that some people have been waiting for the CCB of this game, and I have included it in the zip provided for Windows users. This CCB contains the most basic combat system of the game, all weapons and some enemies, as well as the first level. I think I may be the first guy to spend a lot of energy using CC to create game levels. So I have provided the first level in CCB for everyone's reference, and it also includes the game's copyrlichtdata folder. Due to the large number of variables in the game, and even some variable names for reference, I did not use my own language to identify them, so I forgot what some variables were for myself. If you need it, I can write a document that includes the purpose of most variables."

I put the game files for no other purpose, just to share them with other developers or for them to learn from. Of course, I have also considered the issue you mentioned, but I don't think the probability of this happening to me is very high. Anyway, thank you very much!

Thanks,This is a link to a new work I posted yesterday: https://www.indiedb.com/games/shake

of course

I not only play, but also make.

Haha, maybe!

So, I tried playing a few games

Let's talk about the drawbacks of the game first. The first impression the game gave me was that the graphics looked monotonous, and only individual lighting would make the game's graphics look rough. I think not using dynamic shadow effects would be a huge mistake. Lighting has always been an important part of games since its inception. I think you can adjust the lighting of the game and use dynamic shadows. Remember not to adjust the lighting too cold or too bright, which will not be good for the visual experience. By comparison, RETRO CUBE RACING is doing very well.

However, it gives me an overall feeling that the gaming experience of GT SPEED CHALLENGE is better than that of RETRO CUBE RACING. Especially with the addition of cutscenes and improvements in sound effects. I think you can add fuel settings, which may improve the gaming experience. However, it is still slightly inferior in terms of visuals and scenes. The frame rate of the game on my computer is around 45, which means the game still needs to be optimized.

Looking forward to your update:)

Well,

Chinese.

Thank you, I always feel sensitive to sentences that I cannot understand:), after all, English is not my language

Sorry, are you talking about me? Whether it's derogatory or positive, could you please explain what you said? Thank you!

Great engineering! Especially with the addition of 3D preview function, the only limitation now is the size of the room. It would be even better if it could be made into an infinite range (of course, expanding the editing range of the room can also be done). Another goal is to import multiple material maps at once and have a manager

Perhaps my ideas are a bit off the mark, but this is definitely a great project. Thank you, sven!

I like this idea of using games to achieve something practical and meaningful, which I believe is the true meaning of the game. Good creativity, I hope you will continue to update this game in the future!