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Vainstains

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A member registered Sep 16, 2020 · View creator page →

Creator of

Recent community posts

Totally fair

It might be a ton to ask but if it’s possible, heart lining perhaps? Or maybe an inversion or turnaround that isn’t instant?

Also, Very impressive making this in scratch of all languages (turbowarp I assume)

:D

(2 edits)

i tried to make it as smooth as possible

(1 edit)

that’s just a product of acceleration and is totally normal. the default movement engine allows this intentionally, but if you want you can press the backtick key and type airstrafemode 1
:3

just from a standstill? or by moving in the air

(1 edit)

this game changed my life!

is there a planned or approximate release date on steam? i’d love to try it!

that’s what I was aiming for, but I added a console and I’m too lazy to add better ui lol

thanks!
curious, how does your fpsandbox play?

Console Documentation

To open the console, press the backquote key (`) on your keyboard.

You can enter commands into the console by typing them in and pressing enter. To close the console, press the backquote key again.

Commands

Command notations are the name, followed by arguments, if any. EX: command [arguments] means command followed by a value which must not contain spaces, or it will be parsed as 2 arguments. EX: command [arguments]... means command followed by anything. all following parts will be concatenated with a seperating space, EX the binds command.

  • help [command name]
    Displays a list of available commands or the help message for a specific command.

  • setpos [x] [y] [z]
    Sets the position of the player character to the specified coordinates.

  • setvel [x] [y] [z]
    Sets the velocity of the player character to the specified vector.

  • walkspeed [speed | default]
    Sets the ground movement speed of the player character. Can be set to a number or to the default value.

  • airspeed [speed | default]
    Sets the air movement speed of the player character. Can be set to a number or to the default value.

  • counteraccel [value]
    Sets the counter-acceleration value for the player character’s movement. Counter-acceleration is just the force that slows you to a halt when walking.

  • jumppower [value]
    Sets the jump power for the player character.

  • looksens [value]
    Sets the sensitivity of the player character’s camera.

  • airstrafemode [0 | 1]
    Sets the style of air-based movement. 0 enables a freer Karlson-style air control system, while 1 enables a dot product based limit, similar to Quake III, TF2(both games), Counter-Strike, etc

  • god [0 | 1]
    Toggles god mode for the player character with noclip, fly and infinite gun grab reach.

  • debug [0 | 1]
    Toggles debug mode.

  • gravity [value]
    Sets the gravity value for the game.

  • playergravity [value]
    Sets the gravity value for the player character.

  • togglefullscreen
    Toggles full screen mode.

  • screenresolution [width] [height]
    Sets the screen resolution to the specified dimensions.

  • lua [run | reloadall] [script name]
    Runs or reloads the specified Lua script. (documentation to come)

  • editor
    Toggles the in-game editor, based on GILES and is very buggy and I do not recommend it.

  • timescale [value]
    Sets the time scale of the game.

  • spawn [prefab name]
    Spawns the specified prefab.

  • listspawn
    Lists all available prefabs.

  • canchopchop [0 | 1]
    enables or disables the ability to chop most objects with the sword.

  • loadscene [scene name]
    Loads the specified scene.

  • switchscene [scene name]
    Switches to the specified scene.

  • unloadscene [scene name]
    Unloads the specified scene.

  • listscene
    Lists all available scenes, and specifies the one you are in.

  • loadcustomlevel [level name]
    Loads the specified custom level.

  • graphics [level/gi/post/default] [effect name] [value]
    Sets the graphics settings for the game. graphics level 0 sets the graphics to ultra graphics level 6 sets the graphics to horrible graphics post [bloom/moblur/ao/chromab/vignette/alleffects] [1/0] sets individual post processing effects. graphics gi [1/0] INCREDIBLY BUGGY AND ALSO LAGGY!!! Realtime voxel GI based on sonicether’s SEGI.

  • playerscale [value]
    Sets the scale of the player character. buggy.

  • join [IP address] [username]
    Joins a multiplayer game with the specified IP address and username. (multiplayer still WIP, no server software distributed yet)

  • leave
    Leaves the current multiplayer game. (multiplayer still WIP, no server software distributed yet)

  • err
    Prints the last unity error message.

  • anchor
    Creates an anchor on the physics object the player is looking at.

  • spring [value]
    Creates a spring on the physics object the player is looking at, with specified strength.

  • phys [mass/drag/usegravity] [value | 0 | 1]
    Sets the physical properties of the physics object the player is looking at.

  • transform [scale] [x] [y] [z]
    Transforms the object the player is looking at, not necessarily a physics object but must have a collider. currently, scale is the only option. EX for clarity: transform scale 1 2 3

  • remobj
    Removes the object the player is looking at, not necessarily a physics object but must have a collider.

  • posgizmo Add a position gizmo to the object the player is looking at, not necessarily a physics object but must have a collider. drag any axis with left mouse, and remove by looking at any axis and pressing right mouse

  • binds [NO-ARG/set] [keycode] [command]... Manage command bindings. binds prints all current keybinds. binds set [keycode] [command]... sets the keycode to execute the command. EX: binds set P spawn pistol

(6 edits)

oh you already made fpsandbox.
also can you link your YT?

thanks!

100% fake

(2 edits)

You can bring objects between dimensions.

Like in most games with boxes, press 'e' to pick it up.

maybe I didn't make it super obvious,  sorry. The orange door is used to travel between dimensions. The blue hologram represents an object in the other dimension. A red hologram is the same but it has a collider.

Very difficult, but i love the idea and it works well.

(1 edit)

how are you stuck

(wait, the build is bugged, there should be a hologram.)

to get the cube go through the orange door

Im making a game where the level loops over itself in a non euclidean way, and has changes each time of the contents of the level, tilting it, scaling it, etc

im basically done with my game, so i might be able to help code. I mainly use c#

beep boop

ok, i can do pcvr oculus.

also what headset do you have?

okok, just gimme until dani releases karlson, then you'll get SWVR

(1 edit)

how did you know

edit: its more than a ripoff, for one it isnt endless, it has an editor, the mechanics are more numerous(and different), and multiplayer is in consideration. i was definitley inspired by it. the creation is actually kinda interesting:

a while ago i created swing racer, but back then it was vr. it didnt work well but was fun, but the swinging was inconsistent. then a year later i made this game as Swing Racer:2D. works much better as a 2d game.

then i dropped it, and remade it under the full Swing Racer name, instead of the old Swing Racer:2D name.

then a year later i published it, which was 2 weeks ago.

TLDR: well yes but actually no.

so i added another(level 6) and an editor so you can make your own if you want

Im adding an update, the 2nd this jam lol, its a level editor, so i dont have to - i mean so you can make your own levels haha

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Thanks! I'll redesign the tutorial to start higher up. Something that some might notice that isn't specifically said in the tutorial is the rope becomes completely solid after it stabilizes, so it's best to grapple when your motion is perpendicular to the direction to the grapple. In other words, it's best to be as smooth about the movement as you can be, and the timing is crucial to your speed.

when you upload unity projects, remember to include the folders as well, otherwise the game wont run.

(1 edit)

finally fixed it, tutorial levels now playable, along with release alpha0.4.1

(1 edit)

Thank you! I'm not sure what could've gone wrong, but just in case, in swing racer the click able boundary(the large circle)'s radius is proportional to the player's speed. Also I am working on more levels, and the game will release as a non demo version when I finish multi-player.

[Edit] which stage was it on? The tutorial is split into 3 stages.

Progress on swing racer, an off and on project for 2 years now, coming together nicely.

i like the idea!

{-(S)(A)(N)(T)(A)---(B)(L)(O)(Q)-}

well i did say it was shitty and had no reason to exist,.

Noted!

S A N T A     B L O Q

(1 edit)

adding a respawn.

i cant seem to find the bug, or whats causing it, i checked all the code and playtested it

(2 edits)

how did it happen? did you exit the top portal

fixed it-best i could