Not affiliated officially with EFPSE
List of utilities I have built to help me build games in EFPSE . If you have any questions please contact me on the EFPSE discord.
Added FSM_Debug_images
It's been awhile and I've done quite a bit but I haven't updated anything I'm doing a cod zombies clone with my brother and I've gotten the state machines done sort of I have to roll back something that I messed up. Now I've also just finished the rough draft of my state machine tutorial .
It's been a little bit and I've done various things in the engine. Family came by so I've been focusing on that Next week I should be able to do some interesting things hopefully. Almost done with the fsm tutorial and other mechanical interests
I created a wall to try and simulate climbability ? I'm debating whether or not to actually make it so that the player has to climb up the geometry and I think I might be able to do it in a clever way. You might see where I'm going when I look over at the frame next to the wall that's supposed to be the wooden frame of like an old medieval house
I got the fire spell kind of going sort of. Has some bugs. I made the dragon aid as you can see when you hold down the mouse button it charges up and when you let go it shoots out that thing and then it blows up and it's supposed To calculate explosion radius and damage based off of how long the weapon is charged but I have no clue if it actually does that 🙃
I added Up down left and right for the ceiling dungeon tile set but the diagonals are annoying and don't want to do them. A big pain point in EFPS E custom modifier editor there is that some of the polygons in the editor don't actually represent what they look like in engine Garrett for instance the slope primitive sometimes in the custom configurator editor will look right but in the engine it'll be reversed.
It would also be really nice if you had more control over the actual object in there i've tried kind of reverse engineering the format that is stored in and the dot dat file but I've only got so far that the polygon has eight points but I don't really know how it's stored .
Instead of hunting down assets for an attack or animation that I don't know would even fit in my game I wanted to be able to render dummy image frames that were labeled so I could see at what frame an action should happen right and I could see I could get like visual feedback is that the number that I'm looking for when this action occurs?
I had a conversation with Chachi BT to come up with ani .
You can enter in the size of your dummy image the font size and add an optional photo . A good addition to this would have the ability to move the text but maybe I'll do that if I get motivated
This is just showing off some tile sets I made for the 3D object modifier where all the walls Slope to meet the floor in the mid walls are thin. Yet to be done are the ones That are the inverse that go for the ceiling so the wall is smoothly connect to the ceiling.
This is the furthest I have for the RPG elements of the game. A dialog loop, simple quest with advancement and branches and simple comic proof of work cut scene thing. In work right now is finishing the quest and getting items and experience and then probably on to inventory. Also, there's just other Decoration demos.