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nilefox717

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A member registered Sep 05, 2025 · View creator page →

Creator of

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You're welcome buddy, I'm releasing a new game soon, i'm in the final phase of working on it

that's unfortunate, I hopethe issue can be fixed, have you started a new channel then?

Thanks so much for playing, Soophito

Ok  :)

Ok  :)

Below Nominal community · Created a new topic Great Job!

Looks interesting, did you use coppercube?

alright,thanks

Thank you so much for this Roland

After 5 years, the itch io algorithm has now favoured this game, lucky you 😁 

Thank you so much for playing, it really means a lot to me

ok

oh i see, actually its very useful, i think this is something that the community needs a lot, provided it is packaged in a behaviour/no-code format?

can you do that? ☺  

cool

Oh thanks!!

hello

i believe so, no need to worry about making the screipt then, its not much of a necessity though, Sven (i dont know if you know him CopperCube AI (take cover) by 5v3n) has done something similar, only problem is that the enemies have snappy rotations from one path node to another, and i think they only attack a TPS Actor he made, if they were smoother , it would be better :)

but yeah,you are right, creating the illusion too might help!

looking forward to your shooting game 😁

Sure, it's a linear game like Max Payne etc, i want enemies to hear player just like you said, i want them to take cover by moving to a waypoint, so for example when player enters and shoots, some of them should take cover at a waypoint node, while others directly fire, when player decides to just run away, i want enemies to not lose the player by running into  unnecessay walls, they should follow pathnodes in respect  to where player went, and attack them, similar to how the characters move to certain pathnodes in your Coppersons.ccb, I would like the code if it wouldn't be a burden to you :)

Oh thats very nice of you, so ummm do you know what to create or you are waiting for me? :)

(1 edit)

Thanks for the helpful info, no, i don't program, lol, but i can try out the non-code way

technically, when the enemy soldiers see the player they move to a random waypoint in that area and start firing at player, when the player runs, they chase after him, i want to play hit animations when they are hit 2, preferably 2 random hit anims, but they shouldnt always play hit anims when hit, it should be probability, when they are hit, they don't attack, but after playing hit animation, they continue attacking, if you need other info you can ask please ? :)

soldier enemy type will be very helpful, well using AI for coding isn't bad too :)

I would like to hear from you

Also, this pathfinding action is so good, i was thinking why dont you expand it to an enemy action,to make enemies look smarter, that would be a plus, what do you say  :)

Now I get it, thank you so much

what about the path nodes name to put in StartNodeVar and EndNodeVar, how do you put those nodes into a variable

thank you for being responsive and welcoming

ok, thanks a lot, i'm looking forward to the extension

nice, but how do you put the nodes name inside a variable and how do you load the Lvl.1txt inside a variable too

This is super interesting, good job

How does the pathfinding extension in the ccb work as well, it looks very interesting

(1 edit)

ok, so if i get it right, you say i can put the  app.exe in a subfolder so that only the runApp is in a folder, but if i do that, the runApp.exe opens showing just a black window

Also speaking of the binary file do you mean the runApp.exe or the actual binary for Pro and Studio version

Lastly, do the PP shaders come with ccb files demonstrating them

ok

👌

Awesome tool. please can it work with 2doverlay set to relative(percent) as well?

good update

ok

hmmm, is there a way i can chat you privately?

Hello, i remember from the coppercube forum that you were working on some pathfinding, how did it go?

Hello

oh ok, one last question, provided i'm using the free version of coppercube, if i want to use your APIs by running through the launcher, is there a way to make my game the only visible exe in the folder so that players dont get confused since some can click on the launcher which comes with new APIs while others might click on the actual game exe which may not feature the custom APIs?

ok

if you want people to find this out and use it, you need to make it more understanding, through a video or using some screenshots on the page

Its amazing how all of a sudden your game has blown up, even Ishowspeed has played it! Congrats!