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  5. Greetings Fellow Creatives, New free tile-able texture images are ready for your projects. This week we have: Stucco - Artistic Vegetation - Artistic And Wood - Artistic You can access them (and my other categories) from here: https://soundimage.org/images-home-page/ NEWS New Ogg Music Packs I’ve uploaded 2 new Ogg music packs containing all the tracks from my Sci-Fi 3 page and my Drama 1 page. They sound great...give them a try! In the meantime, if you find my free assets helpful, please consider making a small donation on my website to help support my efforts. Please stay healthy and safe.
  6. Here's the video of the week, frog's incoming !
  7. Eridonis

    Paying For.

    Ohhh. Nice DM me when you have the chance.
  8. Could it have a damage scale based on the personage level that is difficult to implement?
  9. Peguei a tradução do Weylon Santana e traduzi oque havia de novo na versão Cliente Editor e Servidor Traduzidos. Tradução: https://www.mediafire.com/file/nwszx4jr26dxx2p/IntersectEngine0.7.0.101-beta-prereleaseFull%28PT-BR%29.zip/file Build: Tradução B6.
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  11. I do this free for you.
  12. The speed of your projectile is 1 millisecond, that's extremely fast and may be the reason you can't see it. Try giving it more ms and see what happens.
  13. OK so ive tried messing with the animation editor before but i always seem to run into this issue where my animation plays for a moment and vanishes by a moment i mean for a millisecond. Ive tried 3 different times. Everything runs fine in editor: and heres Projectile: My Discord if Share Screen is Nessisary: TreasureBox #7739 A Picture of the Test Area: It seems the projectile functions as intended just not the animation. It stops after the first tile. the projectile range is 10. Super frustrated... please help!
  14. Vhaeriel


    We need to see the error, can you past your logs/errors-Intersect Server.log ?
  15. Today I made a little cinematic scene/cliffhanger
  16. A small project to add elements to the engine would be nice and many games could create customizable elements for their games.



  17. The answer is maybe, but not without some major refactoring which we need to do anyways.
  18. I don't really get it. Are you saying there will be pixel movement in the future or not?
  19. Awesome. Glad you enjoyed it and thanks soo much for the feedback. I've been play testing it so much that I tend to over look somethings since I've become so good at the game with all the play tests. Edit: Oh yeah! Thanks for mentioning the map. Totally forgot I had it displaying the whole world. I meant to have it only show rooms as you discover them. Going to get this fixed asap.
  20. Finished ! General feeling : Level design is nice, but imo if you show the full map to the player it eliminate the need to explore each room, if you want the player to explore more instead of just running to the next room it would be better to hide the full map and only reveal new room when explored, Maybe show the room that are avaible from where the player is (Those who are reachable in the block you are actually) Normal beam : You firing rate depend on how fast you can press the button, if it's intented i should have took an autoclicker lol. It would be nicer if you could just push the s button for continual shooting instead of having to press S continually. Sword : Feel good at first and useless after few minutes, the hit box cannot touch the small insects when standing, (And if you crouch you can''t kill them in one hit and will take dmg anyway, if you use the beam to dmg them and finish them with sword, well better use beam totally since there is no "point" in killing with sword) and you have a lot of hassle to touch flying ennemy coming on you. There is no to few reason to use it since you have unlimited ammo with the basic gun and it’s safer to use it whenever you have the opportunity to. Also the dmg of the sword are weak compared to the risk you are taking using it, perhaps a lot more dmg, more energy cost or/and add a little knockback on it for a lower attack speed, soi t will feel like high risk high reward. Monster life is very inconsistent, first ennemies are fine, but after they have a loooot of hp. Bouncing missile : Fun but very costy in energy, i hoped for more bounce since usually monster are only touched one time or two. In the bottom right map of the lower level I found a bugged chicken with unlimited hp, not moving but having like the seizure of his life. In the plant world there are platforms were you take dmg even if there is no spikes, it’s usually the first block before the spikes. Please put a save point in the begining of the plant world /cry When you climb on yellow block, they die way to fast in chain reaction(It felt ok when having the double jump, but before it's like a perfect timing) making it hard to move with all the ennemies around and no means to kill them since you can’t aim with precisions. Monster on spike feels like a double punishment x) Double jump feelt really welcomed, maybe having at the begin of the plant world would have made the run more enjoyable, i had the feeling that the safest way was just spamming beam from distance then advance step by step slowly. Tunnel monster : Maybe make him invincible but slower so we can actually dodge him more easilly but instead of stopping before the tunnel and spamming him to death ? At some point in the forest i got the 4 directionnal beam, interresting and strong. But when having to descend after i was more in need for a strong Down/Up killing things, Maybe a drop bomb things ? Also it doesn’t always explode when in wall contact I went to the boss before the save point lol, maybe add a warning before ? Carniflora is fun but totally cheeseable since there is a perfect safe spot in the very beginning of the room, just be between two spike and before the platform, then beam it to death with normal beam : it’s what will do the most dmg since it’s spammable. It took me an hour and half to finish it, 45mn in game time but I died two time in the early plant biome and had to redo a lot of walk. Things I liked: The sword in early game. The graphics are nice and feel pleasant. Having the double jump make me enjoyed the game much more. The leveling design didn’t lost me and that’s a good point. Things i disliked : Sword being useless after a few mn, the begin of the plant world and the Hp pool of every monster (They are so thick lol) Their damage are fine i guess. Hitboxes of flying monster and sword attack feel sometime clucky, taking more hits than i deserved. Things i would love to see : Bombs and Aerial attack, Aiming missiles(or beam or else), Fast travel beetween save point (I forgot to check one room and it would have took me too long to there by walk lol, so i did the run with less hp). It’s a little messy but i wrote this while playing, i hope i twill help you, i had fun for the most part, continue and it will be very good ^^
  21. @Kibbelz Working on getting an installer setup. Shouldn't be too long I hope. I'll let you know when its ready. Edit: Ok, custom installer now ready to go. Just download the game from the itch page and the installer should be included.
  22. Tried giving it a go but ended up getting this error: Can you include a link to any library files required in your main thread please? Excited to try this!
  23. I've just released the first demo for Pentacore. If anyone would like to check it out and let me know what you think that would awesome! Download can be found in the first post.
  24. try putting the image on the "misc" folder, it should work. (the file format needs to be PNG)
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