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BC酱

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A member registered Jul 08, 2022 · View creator page →

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Due to certain reasons, I am unable to access communities such as YouTube, X, and DISCORD in my country. I have to log on to these websites through some network tools when necessary, so I rarely mix with foreign Internet. If I didn't need to search for game materials on itch.io, I might not even know when I would see the message you sent me. So DISCORD is also rarely used, I only added a few game servers and hardly ever speak up.

Fine,And i am making a new game.

Hi Sven, I still have some issues that need to be resolved. The main problem now is that the events triggered between two players are not synchronized. On my end, player 1 triggers an event such as placing a block or being blown away, and player 2 cannot see the particle effects of the block and explosion. But you can see the player who was blown up. That is to say, only the player's model is synchronized in the game, not the map object. The only problem now is how to synchronize map objects. Is the CCB project using a low level? I looked at the substr in your info, but I didn't understand what it was doing. Why does its description say that "if the received instruction is inv". If it's a network, it's a bit strange to use strings for detection. From the command under MINIMALVENT, I can see that RPC is used for network synchronization, but in theory, the synchronization of player positions should use eventual consistency.

Firstly, you need an intranet penetration software to ensure that you and your friends can connect to the LAN. I recommend RamdinLan. Secondly, both parties will change the IP in init.o to the server's IP. You can directly copy it from RamdinLan's user information. Then you open the server and client, and start the game, while one party starts the client and game.

I noticed that one player's emissions, particle effects, sound effects, and other features cannot be felt by another player. May I ask if there is a solution?

This is the  game that made form your ccb flie :)


Last month, I tried your LAN multiplayer script again. And successfully connected with my friends in another city. It's worth celebrating, my friend. I think you haven't received a successful developer using this script yet. However, one thing I noticed is that the scripts that can succeed come from VER.zip instead of UDP_multilayer_stource. zip. I am curious about the reasons behind it, if you could tell me. After successfully connecting online, I conservatively replaced the player model, map scenes, ammunition fired, and other content in the CCB file without making any changes to the gameplay. This demo has also been successfully connected online, but the player's model is half body stuck in the ground from the opponent's perspective, and I clearly set the player to launch my pre made rocket, but I can only see my rocket and not the rocket launched by the opponent. I don't know why. I tried to change the player's health and attack damage, but only found a player model with a health of 999 and a launch script showing 0 damage. At present, my understanding of this script does not support expanding more content. If you can assist me in understanding the purpose of each script.

Thank you for your speech. Your work was in vain!

Thank you. However, compared to this semi-finished product that I learned early on, I would recommend a new game that I have been developing for over a year now:https://game-bc.itch.io/shake02

It's like this, if you don't install Direct3D, there may be situations where the water surface cannot be rendered properly. Considering this reason, I have hidden the water surface under a layer of "fake water" to cover up rendering issues, make the game more retro, and ensure that the effect still exists after entering the water.

Yes, if I were developing RPG games with a uniform fantasy style, would you still say that? I can do whatever type I like, because there are always people who will like it, and the game is for them to play. If you don't like this type of game, the best way is to stay away from them instead of roast in the comment area, because it will only let the developer who just evaluated your werewolf simulator come back and scold you. But fortunately, I held back. If you want to say that I am just demonstrating my nature because I enjoy developing FPS games in the hellish style, then what is the difference between your thinking and those parents who resist electronic games? Aren't all the electronic games developed by id software in the last century violent and bloody FPS games? Does this mean that they are all evil murderers?

Thakns for you comment!

Thank you for your comment! I am very happy about this.

Thank you for your wishes!

I have always been a fan of John Camark and have always followed his open-source game ideas. And for a small developer like me, it's already an honor for me to have someone really interested in my game. I don't care what they do with my game, otherwise I wouldn't have released it for free. I'm just a middle school student now, and games are just one of my hobbies. Being able to have someone play can already fulfill my small wish, that's all.

Once again, thank you from the bottom of my heart!

Oh, thank you for your reminder. But in fact, I put in the game files myself. Because when I displayed this game in the engine community, someone asked me for a CCB file. So when I posted the updates of this game in the community, I included this message:

"Additionally, I know that some people have been waiting for the CCB of this game, and I have included it in the zip provided for Windows users. This CCB contains the most basic combat system of the game, all weapons and some enemies, as well as the first level. I think I may be the first guy to spend a lot of energy using CC to create game levels. So I have provided the first level in CCB for everyone's reference, and it also includes the game's copyrlichtdata folder. Due to the large number of variables in the game, and even some variable names for reference, I did not use my own language to identify them, so I forgot what some variables were for myself. If you need it, I can write a document that includes the purpose of most variables."

I put the game files for no other purpose, just to share them with other developers or for them to learn from. Of course, I have also considered the issue you mentioned, but I don't think the probability of this happening to me is very high. Anyway, thank you very much!

Thanks,This is a link to a new work I posted yesterday: https://www.indiedb.com/games/shake

of course

I not only play, but also make.

Haha, maybe!

So, I tried playing a few games

Let's talk about the drawbacks of the game first. The first impression the game gave me was that the graphics looked monotonous, and only individual lighting would make the game's graphics look rough. I think not using dynamic shadow effects would be a huge mistake. Lighting has always been an important part of games since its inception. I think you can adjust the lighting of the game and use dynamic shadows. Remember not to adjust the lighting too cold or too bright, which will not be good for the visual experience. By comparison, RETRO CUBE RACING is doing very well.

However, it gives me an overall feeling that the gaming experience of GT SPEED CHALLENGE is better than that of RETRO CUBE RACING. Especially with the addition of cutscenes and improvements in sound effects. I think you can add fuel settings, which may improve the gaming experience. However, it is still slightly inferior in terms of visuals and scenes. The frame rate of the game on my computer is around 45, which means the game still needs to be optimized.

Looking forward to your update:)

Well,

Chinese.

Thank you, I always feel sensitive to sentences that I cannot understand:), after all, English is not my language

Sorry, are you talking about me? Whether it's derogatory or positive, could you please explain what you said? Thank you!

Great engineering! Especially with the addition of 3D preview function, the only limitation now is the size of the room. It would be even better if it could be made into an infinite range (of course, expanding the editing range of the room can also be done). Another goal is to import multiple material maps at once and have a manager

Perhaps my ideas are a bit off the mark, but this is definitely a great project. Thank you, sven!

I like this idea of using games to achieve something practical and meaningful, which I believe is the true meaning of the game. Good creativity, I hope you will continue to update this game in the future!

Yes, you can

Jam's theme is "retro"

No objections

......I think you should take a look at Jam's overview page again, where I think there are all the answers you want.

Engine has no restrictions

Certainly. As long as it looks retro enough!

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thanks.

This local area network is a great attempt, but there are still a few issues

1. Frequent connection failures on the server side

2. It is best for this client to have a fixed ID

Suggestion:

1. Try modifying the code on the client side

2. Attempting intranet penetration

Thank you for calmly treating my aggressive remarks. Most of the scenes in the game are really too empty. And it's all outdoor scenes. I don't know if developers have been exposed to modern retro FPS like DUSK, and their map design and scenes are really great. I recommend using software rendered pixel texture maps for games, which will make the game's image much better. I suggest developers strengthen their map design capabilities. You can take a look at this video:

In addition, here are some of my summary:

Multiple locations should be connected, even if there is no road ahead, there is always a shortcut to the right road (in the case of a fork in the two roads)

The level should be consistent, not allowing players to get lost while walking, and the entire process seems to have intangible guidance.

The height should be balanced, and players should not stay on the same plane for a long time.

For a basic key finding level, there are generally three paths near the player's birth point, two of which are connected to obtain the key, and the other is generally between the first two, requiring a key to open. After the player finds the key, there is often a door in front that uses the key to open, allowing the player to walk out without turning around.

Secret locations in the game are equally important:

Secret locations are generally set up in inconspicuous places that can be seen carefully, but are easily skipped by players.

Secret locations can be set up where players know there are bad results, such as an end of the road, or traps that may have lost blood in the past.

It can be set as a secret location to be opened using the door key, but it is farther away from the key. Generally, players will not go there and will forget it if they go there.

It can be set as a secret door, such as walls and floors with similar but different textures.

Secret locations can also be set up with a way to go back without turning around.

The rewards for secret locations should meet the player's current needs, such as ammunition, armor, regeneration props, and weapons.

For enemies, if you say these are simple monsters, it's hard for me to imagine how scary the monsters will be

Good luck!

As a first-generation Quake player, I feel that I am qualified to post a comment here.

First of all, if I were to rate the presentation, my rating would be 2.5 to 3 points.

Although QUADREMOR carries the slogan "retro FPS", its evaluation is bad for me. "I don't think this is a technical issue for me. I got through the demonstrations of ULTRAKILL, DUSK, QUAKE1, DOOM1, 2, and ASKE, but this game is the only one - QUADREMOR.". Its terrible enemies ruined the entire game. The enemy of the game: First, there is a purple eyeball (called PE here) whose strange attack logic makes me confused. I don't know why developers would put this fully automated hitscan enemy on such an empty map? "And the green guys (GGs) in the mud pit, they are distributed around, and there are a large number of them. The projectile's firing speed is extremely fast.". There are also zombies in the cemetery, which are extremely numerous, and the attack logic is very confusing for me

I don't know if developers believe that the enemies of difficult players are the enemies of fun. Their models, animations, and attack logic are all a mess.

Speaking of maps, it is difficult to imagine that QUADREMOR's map is a "retro FPS", empty and without any decorative buildings. Its poor map design always makes me confused during the process of playing. And the fog on the map, a lump of shit. I can't find him to do anything but disrupt the continuity of the process.

I don't know how developers define so-called "retro FPS", nor have they played with FPS such as ASKE, ULTRAKILL, and DUSK, which are also independently developed by a single developer. The playability of ASKE, also known as DEMO, has increased by billion times compared to this game. I am not derogating from your work. It's just that such a low quality "retro FPS" really makes me a bit angry. In particular, I have seen that QUADREMOR has already undergone beta testing. And it sells for $3. I didn't buy the game because screenshots of the game are difficult for me to download. Do you know why this game ranks among the best in the popularity of retro FPS, but not many people have scored it? That's why!

Oh, sorry, I forgot to have a flashlight! However, it is recommended to add firelight

I tried to play for a while

In general, DEEP really deserves the title of "retro FPS". However, compared with the retro FPS games of other independent game developers, it is not brilliant.

First of all, in terms of the game, I like the match of the opening scene animation and UI interface, which is a taste of advanced science fiction movies. Then, enter the game. The scene of the game is excellent. I like this style. This is the first time I have seen this style of scene in the modern and prosperous FPS market. A kind of military base plus the feeling of research institute, it is this style that casts a major feature of DEEP. I would like to call it "DEEPLike (doge)", but one thing needs to be mentioned. Part of the scene of the game is too dark. In the second pass, I searched for the door opened by the blue key in the dark laboratory, and it took me 1 and a half minutes to find it. I don't mean to add an electric lamp. I think the firelight can appear when the weapon is fired. Maybe developers want to use darkness to set off the atmosphere, but I think if you add firelight, the dark scene will be more real and frightening.

As far as the game content is concerned, the mosaic map rendered by the software goes without saying. I think the combat system of the game is the biggest disadvantage. First of all, the first weapon (I think it should be a pistol) has too long attack interval. Compared with Halflife's Glock pistol, although this weapon has unlimited ammunition, it has become my main weapon because there is very little ammunition on the map. I hope developers can speed up its attack interval. There is also a shotgun, whose damage is really sorry for the title of retro FPS. Shotgun: the damage becomes higher! There is nothing to say about other weapons, but the damage of rocket launchers is a little too low When dealing with an enemy like a zombie in the half-life of the game, the rocket launcher even needs several shots to kill it. It is also a weapon that is sorry for the title of retro FPS. Rocket Launcher: Damage increased! Also, it is necessary to have more ammunition on the map.

The shooting feel of the game is not good, and the animation is not smooth. Although it is still in the early version, I hope developers can play with QUAKE, DUSK and other works again and learn their advantages. In addition, we also recommend an FP still under development - ASKE, which you can see here:

https://selewi.itch.io/aske

This is also a good imitation object for you. If we compare DEEP with it, we can only use rough to describe it. The combat system of the game is really bad!

Good luck to you. I hope that DEEP will also have a foothold on Steam in the future!

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This is really a good game! Although I am not interested in racing games, I have become addicted to this game. The art style of the game is really good! Although I only downloaded the trial version (because I am a junior high school student, I have no financial ability at present, otherwise I will definitely buy it!) For the shortcomings of the game, I think the game UI has huge defects. Including the tail gas behind the yellow car that selected the game interface, which is incompatible with the retro style of the game cartoon. The UI arrangement of some text is not so comfortable. I suggest not to use CC's own text system, because it always carries some bad color blocks. The map and vehicle selection UI has your own style, but I think it needs to be changed appropriately. Because the distribution of multiple subtitles seems to leave a lot of space. The overall impression is not very good. I think Ishmaru's Krazy Keet Racers are really worth your imitation! For the content of the game, I can't find anything wrong except the hud display of the text, but I suggest that the game like Krazy Keet Racers will have a map overview at the beginning, and then start with the countdown game. At the beginning of the Retro cube racing game, press the space bar and other cars will leave you, leaving you alone. It seems a bit funny.

As your first commercial game, the traffic of the game seems not particularly good. But don't lose heart! What the world lacks is often not excellent works, but the eyes to find excellent works. I don't think the promotion of the game is particularly good. You can cut a promotional video or record a live game and post it on YouTube or Twitter for publicity. This is why my MutantKiller nearly 1000 downloads are generated! Go on! I believe you can create better games with your technology!

(I found that the top right corner of the screenshot of the game has CC's debug UI, and VP and COA always make such mistakes. You just need to release the program and close CC to run it. Don't forget! This will affect the look and feel of the screenshot!)