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PacWhite

9
Posts
2
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A member registered Aug 15, 2016

Recent community posts

Omg. Thats amazing. So fu***** fast. Good Job! :-) 

Good Evening ;-)

My English is not really the best but - Try and Catch Error. 

Mainmenu

Implements of Pictures (in jpeg / png) or Videos (in mkv / mp4 codec) because it looks more "spezific" for the game.
At this moment i use a empty map with a "skybox" as picture and set this to my menu background. Its a good workaround but not the golden of an egg.

Then a GUI to make the translations in the Engine.. not outside in a *.csv.

Voxels

possible to make greater voxels. Bigger then 32x32. I know its hard for the ressource for a game but sometimes i think with higher res of the voxels some games looks better.

Oh, i found a bug, If you import a Voxel then the Save button does not light up. Its really annoying every time a change of the voxel to save the importet voxel. :-) (after a change the button is clickable.)


Some Functions


Hiding the Map, the Inventory by script functions

EnableMap (true / false)
EnableInventory
 (true / false)

A GUI for creation of Global Vars and an overview of all Global Vars. So it is possible to create GlobalVars before the game starts. and no script is need for this :-)


=> Edit this later if i have more ideas <= 

Ill hope this will help your or not :-)

Greetz
Pac

Good Evening Justin,

There is currently a method to achieve different text on the Main Menu, but it's a bit complicated at this point because you need to make use of the translation/localization features. For example, if your translations file contains an ID of "NEW_GAME" it will use whatever wording you have defined in place of the standard "New Game" text. I'll be creating some documentation around this in the near future (as well as some built-in functionality that will let you define these text values more easily).

Jeah after read the update changelog i know this too. Its a little bit Tricky but makeable. :)



I am not sure there is much I'll be able to do regarding the feeling of walking around, unfortunately. Due to the nature and intent of the engine (the maps and movement being grid-based), the player is required to walk along the pre-defined grid as opposed to freely walking around the map. However, to help some with the stiffness, you can disable "Limit Mouse Look" in your Game Configuration under the First-Person section. This will allow you to freely rotate the view around with the right-mouse button. Moving forward/backward and strafing will still move the player along the tile grid, but it gives a feeling of a bit more freedom.

Uhm. Ok i understand the problem. This with "limit Mouse Look" its better but not perfect.

And yes i love RPG in a Box. Thats the reason why i bought it :)

Ty for your Time.

Greetz
Pac

Dear Developers,

A possibility to add videos or jpegs as Background for the Mainmenu would be nice. Videos in the format like mp4 or webm (resources save)
Second is a way to change the textes in the Mainmenu to give it a personal note. Exporting the Game need to change the icon of the exported EXE. (i do it with resourceHacker - not the best way ;-)) (its only for beauty but necessary for release games.)


And. something that is importend for me (b'cause i like the feeling) is the walkingfeeling like in a RPG. Not so stiff like a Robot. WASD Control turning and moving in a RPG game like Gothic (was the first game that cames into my brain..)

So. Sorry for my Englisch. Its not the best but i try it. No learning without doing.

Greetz
Pac


(1 edit)

btw. its possible to enter the Vehicle?


and No Problem :) I search for more Bugs if i found any.

And. i love the game. i play this at morning before i go to work with a cup of tea :'D

(1 edit)

Strange behaivor by Closing the Storage Module

Its almost impossible to press the Closing Button by the Storage Box

Dont Use the fullscreen Mode under play

If Game is fullscreen mode(Max Button under windows), the menü looks really wired.