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MezzSoft

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A member registered Sep 10, 2016 · View creator page →

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It's meant to sound sort of like an old 80s/90s future soldier program. There was Land Warrior and the Future Force Warrior program meant to test new infantry technology, and there were various military studies like Project Camelot. Britain also had a now replaced designation system for their military projects called the Rainbow Codes. Blue Steel for example was a nuclear standoff missile and Green Mace was an anti-aircraft gun.

So "Project Landsword" in this universe would most likely refer to the player mech's development program.

Thanks for playing! I hope to have a full campaign in it with side missions and other content.

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Yes, it's the sprite stacking loop that is easily the most intensive thing in the entire game. This is why sprite stacking is not a commonly seen method in games, it's inherently an unoptimized method of drawing things even using a shader, but I am pulling out all the stops that I can to optimize the effect because I want to use it regardless of its inefficiency. building_parent is what every single building object is connected to for the most part, they all execute that code block with the calculations and I refrain from using the two drawing scripts you found because calling scripts is more intensive than doing it in each object manually. The reason your FPS jumps up by 40% is it's simply drawing far fewer sprites when you set the For loop to 4 and thus calls the draw_sprite_ext command less. For some taller buildings which are around 30-50 sprites I plan on cutting them down and increasing their skew angle to save some CPU.

Perspective must be calculated every single frame because the camera is tied to the view, so pre-rendering each building is unfortunately not an option.

P.S. You can keep tinkering but please do not post images of the full code, the source code is not public.

I was undecided as to whether or not the player should have separate weapons for left and right, I thought it'd be neat if they'd have to account for the offset for each one. Next build I'll patch it so the single-fire weapons fire exactly at the cursor though, I see how that can be annoying.

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Didn't know it was so easy to read and modify the game's code on the fly using a tool, that's a bit concerning. Those fountain objects are not going to make it into the final build. They were made for the placeholder level in the second mission, and I made them explode into a ton of debris since they can damage the enemies. In hindsight there's probably way too many. I'm working on optimizing the game's particles even further though, and the next build should be twice as efficient as the current one on older systems.

I mean, is there going to be a campaign with a story or something more straightforward like Nuclear Throne or Counter Strike (in case there would be multiplayer)?

I want there to be a linear campaign with a story and hand-crafted levels. I don't want random generation for any of the stages since I think the game's design at its core must have manually placed enemies and structures. Multiplayer would be cool, but it's very difficult to do in GM:S. Not impossible by any means, but I'd need external help.

Just recreated it now, thanks. I think this should be a simple fix. The particle engine is paused when you open up the options menu and then unpauses when you close the menu. When you hit redeploy it doesn't perform the same unpause event, it immediately restarts the whole room with the old particles still deactivated causing them to be frozen in place. Will patch this in the next build.

Okay, that's not a good sign. Never had this problem, but something might not be clearing correctly on exit which could lead to a potential memory leak. I'll look into this further, thanks for the heads up.

Did the particle effects fade out, or were they stuck motionless in their position and not disappearing? If it's the former, it should be a very easy fix on the next build, if it's the latter I'll need to look into it further.

I like the laser designator idea by the way. Maybe one or two missions will have friendly mechs that fight alongside the player.

Currently I have attack helicopters planned and enemy mechs with rockets that can move in large arcs. There's also a dropship I've been working on that will carry the player into some levels and maybe also be used by enemies to land reinforcements. Bosses would be cool for each area, but I need to think about it a bit more.

I like the laser idea. There's going to be automated turrets that are stationary which could use those, but I was also thinking of having semi-stealth enemies that are much harder to see with camouflage that try and ambush the player. Those would definitely need to have something like that to show the player they're about to get struck.

(it would also give an indicator for when off-screen enemies are about to fire, I got sniped by a tank from off-screen one time lol).

Haha, that's the trade off with the tank enemies - they're slow and easy to run away from unlike the mechs, but they have far better optics and can see you from afar.

I like the idea of changing the projectile colour, maybe just change player autocannon tracers to be red like the rotary cannon though? that would kinda keep player and enemy tracers consistent colour-wise.

Maybe, I'll experiment with it more once I have the bullet collision code rewritten (needs to be optimized). I'd like there to be a noticeable difference between weapon types and calibers as stated on the icons (the minigun is 20mm and the autocannon 25mm)

I trust your judgement with it though, my bad for throwing walls of text at you :)

Not at all! I appreciate your feedback as always, it's very important to me to hear what other people think about it and would like to see.

At the moment I'm thinking of having different engine types for better boost and acceleration, as well as armor/protection kits that have varying systems (i.e. APS that automatically tries to shoot down enemy missiles, mine protection, etc) in addition to the different primary and seconddary weapons + a third defensive/offensive weapon (smoke or EMP grenades for disabling enemies)

For sure, I imagine it's hard not to get attached considering how much time they spend working with and maintaining them.

<3

Her name is Val.

I appreciate all your feedback! I didn't think too much about her feelings towards the mech, but I could definitely see her having an attachment to it as she's also part of one of the few squadrons that operates that type specifically.

Thinking a bit more about different playable mecs, I'm probably not going to do that since I think it'd be hard to get them all to feel unique and interesting, especially with having changeable weapons already. In the unlikely event that I do end up going that route though, there most likely won't be any unique parts to unlock for each one since doing it for all of them would be a ton of work and probably not worth it.

Thank you for the kind words! More missions and customization will come soon.

- It would be amazing if enemies telegraphed their attacks, when you're raining hell it's near impossible to see enemy projectiles incoming, best course of action is seemingly to strafe in and out of cover while firing. If that's intended that's totally cool, but some sort of flashing vision cone or a red eye-flash when they're about to fire could be awesome.

I've since slowed the enemy bullets down by about 15% so they're easier to dodge when it gets insane. I think I'll have their bullets be a slightly different hue so it's easier to tell who is firing at who. I'm not sure about flashing vision cones, but I'll try maybe having a faint beep/radio chirp when they see you.

- (Maybe) Some sort of repair boxes on the map could be really useful and give more gameplay options. Very sparse though, as not to trivialise taking damage

Will do. I had considered maybe repair shops on the map like gas stations that you could drive and park at, but I realize some crates would just fit better with the ammo ones.

- A faint laser for aiming in addition to the crosshair (toggleable in settings maybe?) would be so goddamn useful, it's easy to lose the crosshair when things get heated. Would make things more intuitive imo.

Can do! I'm seeing if I can modify the crosshair to be more visible as well.

- Quality of life things like being able to skip menu animations by clicking/pressing keyboard keys would be really nice, I love the animations but sometimes I just want to rush through menus:) also I'd love for the settings to persist between game sessions, it's kind of a pain to have to wait for the startup animation, go into the settings and redo resolution and sound settings every time haha. Don't want to make it out as a bigger issue than it is tho, purely QoL if you have time

Yeah, currently there is no .ini saving. A lot of people also want it to start in fullscreen, I really need to implement that soon. I'll be redoing all of the menus as well, probably need separate tabs for different settings and reconfiguring controls and such.

Overall though this game is sick, such a neat little package with a surprising amount of depth and emergent gameplay. All I can really say is good luck, I'm hyped to see where you take the project! Also I'd love to be able to acquire new mechs/maybe pick colours >:)

Thank you again for playing and the feedback! I'm still torn on whether or not I'll have different mechs you can play as as opposed to just swapping parts on the quadtank, but we'll see!

Can't imagine what the process would be like to port this to a Vita. Not sure if it can even handle all of the particle effects and DirectX shaders. It would be cool to see though, might look into it once I finish the game. Thanks for playing!

Will look into it!

Nice to hear it's possible to run it on an SD!

Note to the developer: The game is not very playable when controlling with the joysticks. In addition to being very sensitive, the cursor moves too far away from the player, making it hard to judge in which direction the tank is aiming.

I don't own a deck myself nor originally intended for it to be played on one, so I'm afraid there's nothing I can really do on my end to improve this. There's no built-in functions in GM:S for this kind of thing as well since it's an old engine, but I could try and maybe add a mouse sensitivity/camera speed slider.

Things get so chaotic that it becomes impossible to identify and track where the player is or where the enemies are. Sometimes, it's difficult to pinpoint exactly where the cursor is.it gets so disorienting.

I'll see if I can improve the readability of the aim/cursor soon.

I personally am a huge fan of such games, would probably be first in line to get a copy as soon as it's out. Hope the feedback helps. best of luck.

Thank you so much!

I could perhaps have different difficulty modes and on easy it'd show them on the radar. I don't intend to have them on the actual battlefield like headlights, I agree that'd be too easy.

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Thanks for playing and writing this honest feedback, I appreciate it greatly.

If you want to do the former, boost the movement speed of the mech - even when not dashing - let the player plow through buildings, remove the ammo mechanic for the primary weapons, and widen the streets so it’s easier to move around without hitting your head against a building constantly. 

The current city level is a test for the most part. I'm not sure I'm going to leave it as an actual stage in the game, it's mostly there to serve as a tech demo. I agree the roads could be a little bit wider, but I think the claustrophobia adds to some of the gameplay style I developed. Originally it was much wider and open - I ended up downsizing it three times since it just felt too empty and enemies didn't really pose as much of a threat to the player.

As for the ammo, it's just my preference but I like that the player actually runs out and has to find reloads. I think with the firing rate of some of the guns and the level of destruction they can do, giving the player unlimited ammo would make them too powerful and have less of a reason to play strategically.

 Also, make enemies occasionally (say, a 5% chance per armor layer missing) drop repair pickups and ammo pickups. Then the (seemingly) endless hordes of enemies become something you can actually enjoy fighting instead of just a slow inevitable grinding down of your resources and health.

Similarly, I also felt that because the player's health is so limited it adds a level of tension to the combat, especially nearing the end of a mission if you're really low. It makes you have to care about what you're doing and not always run into things Rambo style. That said, I agree and I'll try to implement armor upgrades and pickups on some levels. I understand that the low health can make things pretty frustrating when there's a lot of enemies.

On the other hand, if you’re going for more of a stealth-focused gameplay style, you NEED to fix the enemy AI behavior. They spawn way out in the corners of the map and then seem to automatically know where you are and head in your direction long before they’re even visible on your main screen.

I realize this isn't immediately clear to the player but when you blow up buildings specifically, enemies on patrol will actually head to the area to check out what's happening. You can even bait them like this by blowing things up and waiting for them to come looking around and then ambush every one. In the city mission they have about a 10% chance of spawning with the last known player's position loaded, so only a few should really be looking in your immediate area.

Give the enemy mechs a visible vision cone ala Metal Gear Solid so you can get them from the side and behind and ambush them.

Can do.

Also, reduce the spawn rate and maximum spawn count, since this play style would be less about taking out hordes of enemies and more about sneakily ambushing and killing enemies Hotline Miami-style. This doesn’t sound as personally fun to me, but it would at least be a way to do the “tactical stealth” concept properly.

I'm thinking missions will vary quite a bit. Ideally I'd like to do both horde stuff and stealth depending on the area you're in with the game's world. Really I'm trying to keep things as fresh as possible since I think if every mission was like the three in this demo, the game would get repetitive very fast even with more weapons and upgrades.

The cursor/crosshairs for targeting are really hard to see in a firefight. They blend into the explosions and motion way too easily, especially since they’re RED and your HUD turns RED when you take damage and enemies light up with a RED outline when they spot you. 

Yeah I've seen some other people having trouble with the reticule too, I'm going to probably change it to be white with black outlines for better readability.

Also darken the environments a touch - bright grey-white streets and buildings, bright white and orange explosions, bright orange and red fires, they all make it hard to focus on the crosshairs.

There'll be darker environments too, maybe even some night time missions (depending on how badly it affects game performance.)

On the topic of weapons, maybe I’m just not privy to the underlying mechanics, but I can’t tell much of a difference between the Autocannon and the Rotary Cannon.

Originally the rotary cannon was single fire and pretty bad, but now it's dual fire like the autocannon. The rotary cannon has a higher firing rate, maximum ammo, and a larger bullet spread, but also faster ammo depletion and half the damage on impact. It's better for crowd control on lower HP enemies like mechs and grubs on mission 2.

My advice would be to replace one of them with either a melee weapon, like a sword or katana, or with a slow-firing, high-damage, sniper rifle-like Railgun. Or add both!

There'll be a sniper-like railgun, high energy laser, and also a "pilebunker" which will basically serve as a really close range 1-hit kill dash weapon, kind of like a knife.

Also, do the missiles have lock on? I don’t think they do, but sometimes the enemies would develop a red box around them that made it LOOK like I was locking on. I’m actually inclined to believe that was intended to convey to me that the enemies were aware of my presence and going into attack/alert mode

If you hold the right mouse button it'll draw a laser line and if you mouse over an enemy while holding it (you need to have clear line of sight) it'll lock onto them and show the red square. You can lock onto as many as 15 enemies with it, and when you let go of the right mouse button it should launch a salvo.

 I couldn’t tell a meaningful difference between attack/alert enemies and unaware enemies, so maybe instead of a red box, the enemies should physically change somehow to indicate they’re alert and coming after you. Like having panels open up to make them look more spiky and aggressive. Assuming that even matters and you don’t decide to retool to more of a fast-paced shooter like the first suggestion.

You mentioned MGS earlier; they actually do make a little ! when they see you, but it's very tiny - about 8 pixels in size. I think I'll eventually add a sound effect like a radio chirp to indicate that you've been sighted.

I like the idea of panels opening up or lights though, that sounds pretty cool.

That’s all I can think of for now; I hope these ideas are helpful for you! They’re just my opinion, and you’re free to take or leave them. This game certainly has promise, and I’d love to see it refined and rebalanced as a complete game someday!

This was great, thank you again for your in depth critique and feedback, it's very helpful and I'll definitely take it into account. I hope to make the final game much more refined and rebalanced as you said!

Thanks for playing!

Would love to see some laser beam weapon or a railgun. Maybe different kinds of secondary missiles.

All of that is planned, particularly a railgun and laser weapon.

I have a very low end pc so... it kinda slows down a bit in the more cluttered places, but i suspect its more of a gpu problem of mine given how gm handles drawing a lot of objects. 

Could you tell me which area in specific it began to lag the hardest, if possible? I assume it's the second level as some of the structures like the fountains are a bit redundant with their size and tend to slow down on my computer as well. I don't think there's anything wrong with your GPU, I'm not even sure if GM:S uses GPUs to draw anything.

Goooood shit really!!! I loved it

<3

Glad you liked it, thank you for playing and the ideas!

Reminds me of the cult anime of the 90s.

That was indeed a lot of the inspiration, it'll be much more apparent once I get cutscenes in.

I think p2p would look interesting too.

Multiplayer would be a lot of fun but also very difficult for me to program on my own. I'll need to recruit some people to help with the networking code,  it's something I have almost no experience with.

- Weapons like a tank cannon or something similar. With a long reload and high projectile speed. A gauss cannon, for example, or just a tank cannon. This would open up such sniper gameplay.

I'm thinking there will be a chargeable railgun weapon that can go through a dozen buildings on screen. An actual tank cannon and shotgun is planned as well, though I'll need to figure out how to balance them with the other weapons.

- Different types of accelerators in the game. The one that is currently available by pressing the shift button is an accelerator with medium speed and medium energy reserve. I would like another type of accelerator that allows you to dodge: high speed, but a small energy reserve.

Definitely going to have different engines with various boost levels - I like the sound of "accelerator", I might just call it that. Eventually there'll be water in levels, so it might help to also have ones with different performances for different kinds of terrain.

Cheers for the video, it's very helpful. I just saw the glitch in action, I've added it to my to-do-list of things to fix.

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In love with the protagonist, she's very pretty. 

Glad to hear that. Drawing characters isn't something I'm very experienced with, so I'm glad she came out appealing!

Very excited about this game. I've been play-testing this game basically daily and I record footage so let me know if you want me to recreate any gameplay parameters for bug-fixing.

I'd be interested in seeing the particle issue recreated, if possible. I had a friend show me a glitch occur where smoke trails from exploded enemies would just be frozen if they alt-tabbed back into the game, they also played on 1920x1080 but with V-sync off I think. Might need to look into having the game detect whether or not the player is focused on the window, right now the default game engine code is handling all of that.

The only other glitch I've encountered was that sometimes when I try to launch missiles they seem to not fire at all. For reference I play with V-SYNC on at 1920x1080.

Hmm, interesting glitch. Are you using the lock-on or just trying to blind fire them? There used to be an old glitch where they wouldn't fire if you held the right mouse button for exactly 15 frames as that was the time it checked whether or not to start drawing the laser line, but I have since fixed that on update V.05 and 5.1 which I put up a few days ago. Will try playing with V-sync on when I can to see if I can recreate that.

Oh, if I may ask you one more thing - how's the FPS? I tried to optimize it a lot if you're playing on 5.1; there should be far less lag during heavy combat if you were having any. Thank you again!

(Sorry about your previous comment disappearing, I was experimenting with the different board layout and it seems I cannot have both.)

The issue with the particles not clearing on redeploy will be fixed in another patch. Also the protagonist and other art on the page will return in color. Thank you again.

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Sorry about that, currently the page was receiving too many hits so I wanted to polish that artwork a bit more. She'll be back!

As for the glitches with the particles, this is a known issue I need to fix. Thanks for reminding me.

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Hello. Thank you for playing.

It is often difficult to distinguish one object from another when combat gets intense. Might be worth increasing visibility for player's mech and opponents, maybe tweak the color scheme.

Visibility will be improved, I think some additional indicators will help.

Although performance is generally okay for a demo version, frame rate still drops sometimes, even in the alternative sync mode. A little work on optimization is definitely necessary. Additional visual settings (primarily more screen resolutions) will be appreciated too.

Right now I am working on a patch that will make the game run way smoother in combat and also fix the minigun complaints. I'm running this on a very low end laptop myself so I understand the complaints. Update might be out in a few days or so. Update now live!

If my understanding is correct, at this point the game only features a female pilot. Some players might want to play as a male pilot, so it might be nice to add one further in development.

There will be other characters, maybe different pilots you play in different areas of the game.

Also, if you consider adding more languages, I might help you with the Russian version in particular.

I do want to have localization settings in when possible, but it will probably be done when the game is finished so I don't have to keep editing script files for each language. Will definitely have a Russian, Japanese, and Spanish language setting.

Seems it's once again the DirectX drivers not being installed or up to date, sorry! No idea how this would be fixed on a Steam deck. I wonder if I could bundle an official DirectX driver with the game so people don't have to go looking for it.

I'd have to puchase a Macintosh computer to make a dedicated build with GM. If possible though, maybe you could find a Mac version of a virtual machine and load Linux/Windows on it to try it for now. I know that's a lot of work and very far from ideal, but I don't have an ability to make a Mac version currently, sorry!

Hey, glad to hear that!

1) it is necessary to make the player's technique more readable, relative to the color scheme of the environment

Understood, I'll see what I can do to improve that.

2) add support for non-standard screen resolutions

This one will absolutely be added when I can, it's just a very tedious thing to program as I have to factor in a bunch of things with Game Maker's application surface resizing and I also don't have a way to fully test whether it works on all monitor sizes. Nonetheless, it's an absolute necessity and I'll have it done when I can.

PS: maybe I'll try to launch it on steam deck a little later

I'm not too confident it'll run on a Steam deck, but it'd be an interesting experiment to see if it does! Thanks.

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This game speaks to me... Thanks to YT algorithm!

Seems a ton of people are finding this game from that one video, I only wish it had better FPS haha.

I've read through most posts so I guess everyone knows rotary cannon was kinda lacking lol, glad it's getting some love.

Poor rotary cannon! I still love it even if it's basically playing on hard mode. Will receive a major buff next build.

Performance wise, it runs extremely smooth on my potato, but the default options almost ruined it with low frames, making the game run at like half speed.

Good to hear! Sorry that it was running at half speed on default. It runs well on my own potato and I don't have to use any of the V-sync settings, but I realize people's rigs vary greatly so I implemented those options. I was worried from watching people's streams and let's plays that the game isn't optimized enough, but it seems like it's mostly the recording software that makes it chug.

Alternate sync instantly fixed my issues. It seems none of the settings properly save and I had to change to fullscreen every time I run the game, thankfully it does read from the ini file to always have alt sync on.

There actually shouldn't be any .ini files saving, it's strange that alt-sync is remembered. I guess that must be an internal Game Maker thing. Both the main menu and options menu are very quick placeholders thrown together in two days for a jam. It'll be replaced with proper ones that save your settings as soon as I can. Had I known so many people would be playing it I would've worked way harder to polish that aspect, sorry.

I showed this to a dev friend and he was very impressed, but he did comment that it felt like a tech demo. With some further objectives and (potentially) a procedural game mode, I can see myself spending hundreds of hours on this at least.

It's definitely a tech demo... for now. I hope to have more missions and hopefully a proper campaign in, assuming things won't be downscoped.

Difficulty felt a bit inconsistent at times: on the same level, enemy spawns, I believe, seem somewhat random, at least for certain enemies (mostly the mechs on mission 1)

Mission 1 does have randomized spawners in each corner that go off at different times. It's to keep it fresh each playthrough. But I see how it can cause the difficultly to ramp up hard sometimes, especially depending on where you go in the city.

Mission 3's beginning can be extremely hectic and I wish there were more situations like that: enemies surrounding you from all directions and aggro'ing the player, but as soon as I move away to a safe position and start taking out enemies, this sense of thrill is somewhat lost. I understand it's likely the intention to make it somewhat stealth-focused, but the hectic dogfighting is so much fun. It reminds me a bit of the Synthetik 2 situation, where enemies used to struggle with aggro and can be easily taken out from a distance, splitting the engagements to many tiny parts of the map where enemies are grouped up, instead of a more fluid experience where player is constantly under pressure.

I have to say it's been super interesting seeing how greatly people's experience and preference vary. Some people say it's way too easy and they beat every level on the first try, others like you figure out pretty quickly that enemies have a cone of vision and you can actually use cover to ambush them and play strategically, dodging missiles and wiping out formations. Meanwhile some other people haven't been able to finish even the first mission or figure out how to turn off screenshake and change the resolution, c'mon it's literally in the single settings menu.

I'm with you in that I think tight street fighting and being surrounded is exhilarating. I love how tense it can get especially when you're low on armor, which is why I intentionally didn't put any health pickups on the map.

Personally I prefer when enemies come in bigger groups from many directions to really force me to be somewhat strategic and take them out effectively, instead of them showing up one by one which can be easily solved by a missile salvo + gun burst, allowing me to play it safe and wait. Similarly, tanks can be super threatening when mixed with mechs, and I love how deadly they can be!

I have plans for a lot more different enemy types to mix it up and put a monkey wrench in the long distance/missile spam. I'm thinking every enemy should have a clear and choreographed behavior, like the noticeable difference between the mech and tank enemies. Oh, glad you liked the tanks by the way! They can really filter more casual players lol.

Finally, big fan of the simple and arcadey movement, maaaybe overdrive felt a little weak overall without much noticeable effect, but considering the planned future upgrades, it might be okay. Running out of energy needs clearer visual and sound cues though.

Yeah the current state of the overdrive function in this case would be your starting level boost. A lot of people have suggested that you should be able to boost into enemies to damage them, I think that'd be a fun upgrade. Appreciate you also pointing out the overdrive needs a better indicator, I'll have the box turn red like the armor indicator and maybe put a quick beep sound if it hits 0/80. Thanks!

I also prefer showing enemy positions around the player instead of the cursor so it's easier to tell and not as demanding on my eyes.

I can probably put that as a setting in the options to toggle, along with being able to turn off the camera smoothing which some people find nauseating.

Apologies for the text wall, this is my kind of game and I'm so glad to have discovered it so soon ;D

Not at all! Thank you for the in depth comment, kind words, and feedback! I will use your suggestions to improve it!

プレーとコメントをありがとう!

視界が改善されるべきだという意見には賛成です。敵が見えやすいようにHUDの要素を追加してみます。

日本語でコメントを書いてくれてありがとう。とても感謝しています!

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Already tons of fun in this early stage, shooting feels great. Rotary feels the best of all weapons but it also seems the weakest?

Cheers for playing! Rotary cannon is pretty poor indeed; I admit I kind of nerfed it compared to an older build since it basically made the autocannon unnecessary, but in hindsight it's much too weak now. I'm solving this problem by making it dual fire like the autocannon, next build it'll be way more fun to use.

Just needs a lot of unlockables and I'll be hooked for hours. Dash, jump, shield, smoke grenades, stealth, deployable minefield, sidegrades and upgrades :]

There's going to be more weapons and unlockables, including grenades with maybe different types (EMP, smoke, thermite, etc)

I see the tracks from lion eats tonight are back, they fit great here.

Glad you noticed the track effects are from TLET, I ended up reusing them since their code was already perfect, haha.

What are those, tactical abs?

They sure are!

A bangin' soundtrack to match would be great but I can always put something on myself in the background

Indeed, a lot of people have been asking for a soundtrack to go with it. I've composed a few tracks myself such as the main menu and mission end tune, but I'll probably need to recruit some real composers since music isn't something I have a lot of experience with. Thanks again for playing and the feedback, it's much appreciated!

Cheers! I've seen all three films and the original anime, love Patlabor.

<3

Thank you for playing and your kind words! I'm glad you find the shooting satisfying. I spent a lot of time trying to get it to feel right and put as much destruction detail in as I could. There'll be more to come soon, hopefully!

Glad to hear that!

Maybe see if you can find a different emulator to run it for now, perhaps you can find one that says it's designed to handle newer DirectX compatible shaders. From what I've found looking at support forums, Linux OS reads them slightly different from Windows which is what causes the error.

Sorry to the Linux users here, again I don't have the ability to compile a dedicated build at the moment.

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Okay, I researched this specific error in Game Maker, it seems to be related to your graphics card drivers or DirectX. From what I can tell looking at other people with this same problem, it should just be an issue with DirectX not being up to date, so try updating that and if that doesn't work try maybe your graphics card driver. That should hopefully fix it.

Thank you for playing! There will be much more to come.