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Polygonal Illusions

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A member registered Jun 15, 2020 · View creator page →

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I'm glad you liked it :) thanks so much for playing

Absolutely! It's a false positive but if you're not comfortable there is a zip download of the files if you dont want to go through the installer

Thank you very much for your comment, I'm glad the game has been getting a lot of love especially from the Linux community. Honestly, it was a lot better received than I thought it would be so I will look into getting this ported to other platforms. Thanks for the suggestion with GZDoom, that will be the first one I look at :)

thanks so much, glad you liked it

you're too kind thank you! and' ill definitely look into it, if it's popular enough :)

I've added a zipped version that can be downloaded. hopefully you have better look with that on the windows app :)

thank you for the heads up i'll look into that

thank you! but unfortunately i dont think i can :( i'm using a little engine called EFPSE and as far as i know it only exports builds for windows

unfortunately not right now but that has been asked a few times so i will look at implementing something and updating the build. i'd suggest saving as soon as the game starts so if you die you can avoid the intro

Wow this is looking fantastic!

This is great feedback, just the sort of things I needed to know to improve from the demo. It's really hard to try and correctly balance a game when you play it constantly 😂 I fear of getting the 'driver curse' where the first level of that game was so difficult to new players but very easy for the Devs.

I truly appreciate the feedback, thank you so much 

This is fantastic feedback thank you very much! How did you find the enemies? Where they too bullet spongey or do they feel okay to you?

Thank you so much :)

Hi guys

The demo for my retro FPS called StarGazer is out!

- Battle against grotesque cybernetically enhanced creatures.

- Navigate through the first 2 unique levels set aboard the StarGazer space station.

- An arsenal of futuristic weaponry is at your disposal including some hidden guns for you to find.

Any feedback would be appreciated!

You can find the game page HERE

Hi guys

The demo for my retro FPS called StarGazer is out today!

Battle through the first 2 levels aboard the space station StarGazer as you fight through grotesque cybernetic creatures with as assortment of kick arse weaponry!

Check out the game page HERE!

Any feedback you can provide on the first two levels would be much appreciated 

Hi guys

does anyone has an idea as to what's causing the below error message? The png that it is trying to access is for one of the enemy sprites. i have tried deleting this enemy and exporting a build but i just get the same error message but the png is a different sprite.

I have also tried running EFPSE in admin mode to see if that fixes the issue but it does not. I have been using an external hard drive to move my work between my PC and laptop, i'm not sure if that has something to do with what's causing this.

Any help to get me in the right direction to solve this would be appreciated.

Source: mscorlib

Reason: Access to the path 'CyberBrute0.png' is denied.

Stack trace:    at System.IO.Directory.DeleteHelper(String fullPath, String userPath, Boolean recursive, Boolean throwOnTopLevelDirectoryNotFound, WIN32_FIND_DATA& data)

   at System.IO.Directory.Delete(String fullPath, String userPath, Boolean recursive, Boolean checkHost)

   at EasyFPSEditor15.Editor.BuildProject(Boolean pack)

   at EasyFPSEditor15.MainForm.Pack()

   at EasyFPSEditor15.MainForm.BuildAndPackToolStripMenuItemClick(Object sender, EventArgs e)

   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)

   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)

   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)

   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)

   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)

   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)

   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)

   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)

   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)

   at System.Windows.Forms.Control.WndProc(Message& m)

   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)

   at System.Windows.Forms.ToolStrip.WndProc(Message& m)

   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)

   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)

   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

That's great, thank you, I understand now :)

you posted above that tile Y was floor number but it says Z is floor there.

I'm really not trying to be awkward here and I apologise for my aggressive earlier I'm just trying to figure this out as someone who doesn't do a lot of scripting 

by the way, your manual says this in the entity section of the script page, where the spawnat command is located 


Surely you can see where the confusion is though...

"tileY is floor number (0 to 8). TileX and tileZ can be seen in the editor."

Yet the coordinates we actually see in editor are X and Y (none experimental version)

So how was I supposed to know that A - it wasn't a typo and B - this specific command changes what Y and Z actually mean.

But sure, keep threatening to flex those mod muscles 

(2 edits)

If you're going to reply like this I'd appreciate if you didn't respond to my posts please.

We're all here to ask questions and learn, not be belittled for it 

(1 edit)

cheers, how do i find the Z co-ordinate though?

hi

i'm trying to just do a basic script to have an enemy spawn at co-ordinates when walking over a trigger, i'm using the following script and it just doesn't seem to be working

entity spawnat enemy1 23 9

map return

is there something i'm missing here?

also when i combine triggers on the map (i'm using a default sound file trigger for slot 1 and the above script for slot 2) it crashes the game, anyone know what this issue is about also?

thanks

Ah okay thanks for the reply, I thought it might have been something I was doing wrong. 

Hi guys

I'm trying to change the camera tilt for the player but I have no idea how to do it. 

Currently the player doesn't tilt at all and I have the camera tilt setting on in the game settings. 

I was wondering if there was a way to change how much the player camera tilts?

I'm trying to add some simple decorations to my map but it seems to be bugging the lighting on the player, any idea specifically what's causing this or if there's a way to fix it? (before decoration and after screenshots below for context)


If that is the case then I have no idea what's causing this 🤷‍♂️

(2 edits)

Hey I just thought I'd give an update on this incase anyone else has this issue as I believe I've got to the bottom of it. So just to be thorough I changed every texture name to exclude any special characters at all, I did this in both the texture folder and the .dat file to make sure they matched. I did the same with the tiles/custom modifiers .dat file just to be sure (these where the only 2 things that I had added before the error)

However I was still getting the error so I decided to start deleting one texture at a time and load the game and after about 4 texture the map loaded fine. I re-done this with random textures just incase it was one specific texture that was giving me issues but no matter the texture after about 4 got deleted the map loaded so I believe that I actually reached the texture limit for a map.

Atleast now I know there is a limit and I can reduce my scope of my levels

Appreciate the help with this Ragnar 

Thanks for the tip I'll remember not to touch them. When I'm changing the texture names do I need to do it both in the texture folder and the .dat file?

I had no idea that you couldn't use underscores! The strange thing about that is that I've been using underscores in pretty much all of my filenames since I started this project a couple of months ago and ive only now had issues with it. 

Thanks for the tip on the program I'll have to use that, rename everything and see if that makes a difference.

(1 edit)

Hi Ragnar, thanks so much for the reply, I always appreciate your efforts to help out the community. 

What is the significance of looking for non-alphanumeric characters? Can files not start with anything that isn't a letter or number? If that is the case I did I quick search this morning and found a texture that started with an underscore. However I changed this in both the textures.dat file and in the texture folder itself and I still got the fatal error message.

The only things I did in my last session was create new textures and create some custom modifiers (like a table/chair etc) but all of these are named in the conventional way without spaces.

I'll have to do a complete "deconfuckulating" diagnosis when I have more time haha. 

I did read on a different forum that this error message:

System.Drawing.Bitmap..ctor(Int32 width, Int32 height, PixelFormat format)

 at System.Drawing.Bitmap..ctor(Int32 width, Int32 height)

https://stackoverflow.com/questions/11996335/drawtobitmap-system-argumentexcepti...

Could be caused by to much memory usage(?) Because a bitmap is too large(?) I'm not really to sure but could this be the case?

(2 edits)

Hi guys, can anyone help with what is causing this fatal error message. I've checked that my textures are named correctly without spaces but i don't think this is a texture naming issue as a believe that is a string filename error (correct me if I'm wrong)

i swear i closed my project last night and everything was fine. I've already spent a lot of time of this and I'd hate to lose my progress, any help would be much appreciated.

Source: System.Drawing

Reason: Parameter is not valid.

Stack trace:    at System.Drawing.Bitmap..ctor(Int32 width, Int32 height, PixelFormat format)

   at System.Drawing.Bitmap..ctor(Int32 width, Int32 height)

   at EasyFPSEditor15.MapPictureLayer..ctor(Int32 cellSize)

   at EasyFPSEditor15.MapWindow.Clear()

   at EasyFPSEditor15.Map.Clear()

   at EasyFPSEditor15.Map.Load(String path)

   at EasyFPSEditor15.Editor.LoadMap(Int32 index)

   at EasyFPSEditor15.MainForm.ListBoxMapsSelectedIndexChanged(Object sender, EventArgs e)

   at System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)

   at System.Windows.Forms.ListBox.set_SelectedIndex(Int32 value)

   at EasyFPSEditor15.Editor.OpenProject()

   at EasyFPSEditor15.MainForm.OpenProjectToolStripMenuItemClick(Object sender, EventArgs e)

   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)

   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)

   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)

   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)

   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)

   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)

   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)

   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)

   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)

   at System.Windows.Forms.Control.WndProc(Message& m)

   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)

   at System.Windows.Forms.ToolStrip.WndProc(Message& m)

   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)

   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)

   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

that's a really interesting idea, I'll check that out when I'm home. Thanks for the help :)

yes you're correct I have placed a modified on the entire floor of the room from the screenshot as I wanted the house to be elevated leading down into a street. I was hoping I'd be able to split the texture so to speak in order to have the raised floor a different texture to the table that is above it but I think I understand how it works now.

I would have to place the table on a none elevated floor in order to get the desired effect 

ah yes there is a block at the bottom, the whole floor is elevated slightly so I created the table with the elevated floor attached. I assume then that the texturing only really works from a flat surface? 

The modifier is 64x64, I thought that was the size of a single square unit, is this not the case?

Hi guys

sorry if this has been brought up before, i couldnt find a previous thread. What is the best way to go about creating textures for custom modifiers? i've not really tried texturing before and i cant wrap my head around how to do it. i've created this table, and i want the texture on the floor to be the same cobbles as the rest of the floor while having the wooden texture on the table only. 

how can i go about doing this? any help is appreciated


ahh i see, thank you.