So, when zwriteenable is on, when a fragment is drawn,its depth is recorded onto a zbuffer. But if my understanding is correct, you can use gpu_set_zfunc in order to change the way the gpu decides if a new fragment's depth is such that it should overwrite what is already drawn at that same location based on the depth that was previously recorded there. If you do play it, let me know what kind of fps you were in mind i only have gms1.4, so I can't test these things for myself. Let me know if you guys think I should continue this, I do want to finish it, but only if its any good. Q - Kick (Kick the doors to open them, there is no use key) The levels themselves have some interactivity in them, there are retractable walls, breakable glass, breakable ceiling lights, lifts, as well as teleports and wall buttons, but far from what I have yet to add.Įnter - Respawn dead enemies, for dubugging purposes. I haven't posted the level editor though, as it is a bit buggy at the moment.Īs of right now, the game is just a single very short level that you can run around in, shoot one type of enemy with two different weapons, the level can't even be completed, the end level button doesn't do anything when pressed. Entire levels are stored as single PNG image files, which makes it very easy to share. So basically this is a 3D FPS akin to something like Doom or Duke Nukem 3D, NOT a Wolfenstein clone, it has different floor and ceiling heights, free look, jumping and crouching, I even made a level editor for this, as it would be almost impossible to create levels for it otherwise. So I thought I would get what I had out there, just to ask if you guys think I should turn this into a full, complete game. I've worked on this for a little while, however I'm not sure If I should continue, I've lost a little motivation and interest as this may be a bit ambitious in the long run with what I had planned for this game, but if it has potential then I may continue. EDIT: So I've decided I will finish the game (Probably), a big update is on the way.
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