The Daily Click ::. Downloads ::. Demo ::. eShooter Engine Debug DEMO

eShooter Engine Debug DEMO
Author: [EclektiK] Submitted: 25th May, 2009 Favourites:4
Genre: Demo Downloads: 335

Edited By [EclektiK] on 5/25/2009

Finally, a build available for wide release!

New Stuff:
new Debug Map

And also includes all the stuff from earlier builds.

The keys "Q" and "E" switches weapons, while entering the command "/nextmap" changes to the nextmap.

Corrected bugs, as always, but there are still some to correct...

For the new players, here are the controls:

WASD to move
Spacebar opens Chat Window, Enter Sends message/Closes chat
"R" to reload
"Q" and "E" to switch weapons
Left Mouse click to SHOOT
Right Mouse click to THROW R-NADE
Hold Right Mouse Click to see the Nade's possible trajectory

F3 restarts level (if framerate gets slower and slower)
F2 restarts application

Chat Window (NOT THE CHAT ROOM) Commands:

/kill = kill your player
/clear = clears all blood (it seems there is a little glitch on that one though)
/nextmap = play on next map

The Default server is KilkFarm's server. However, you can always change the server in the options menu.

Please note that like the game, the chat room is far from being bug-free...

Have Fun, and Don't forget to report Bugs or submit Ideas!

Review This Download

 (2,154 kkb )

Posted by [EclektiK] 25th May, 2009

Posted by UrbanMonk 25th May, 2009
Rated :

I like that avatar, kinda swirly looking. And blue. Downloading now
Posted by UrbanMonk 25th May, 2009
Rated :

Alright, I played a round with one other person, and the game was kinda laggy, but that's to be expected with any online game. What I think you need to do to smooth things out it add interpolation to the movements being received on the client end.

Very fun game, and solid engine.
Keep it up!
Posted by OMC 25th May, 2009

What happened to the non-laggage?

Posted by W3R3W00F 25th May, 2009
Rated :

So far this is an awesome game. Btw, how many guns are you planning on? The more the merrier! Or, scarier!
Posted by [EclektiK] 25th May, 2009

Lag is caused by various factors:
-Distance between client and Server
-How much the server is used by other apps

Don't worry, I'm working on it. Villy's server seems quite smooth, depending on how many people are connected. Thans for feedback btw!
Posted by maVado 25th May, 2009

had some fun

keep it up!
Posted by Mr G 25th May, 2009

It looks nice but I didn't get to play with anyone.

And like I said before, the hud gets in the way of the visual a lot. Make the text size smaller perhaps :S
Posted by [EclektiK] 26th May, 2009

I forgot to adjust the HUD
Yeah the HUD will get its own Settings Page
(transparency, position, color, etc)
Posted by s-m-r 26th May, 2009

Double-check that your bullets move towards the cursor; I noticed they were a little off when testing last evening.

I noticed the character moves a little slow (for what I would prefer). Think you can implement a "sprint" function that allows the player a brief burst of speed, which recharges over time?

You may also want to implement an auto-reload for all weapon types, in addition to some sort of visual cue that indicates when reloading is completed. I think depending on only sound to show when a gun is reloading isn't the most effective choice, and while it's neat to listen to, would be frustrating to most players.

Graphics look great; explosions look fantastic!
Posted by ben mercer 27th May, 2009

Pretty cool stuff. Here are my suggestions:
-Make the HUD a thin line at the bottom or top of the screen, and extend the height of the playfield slightly so it doesn't get in the way when you are moving around the bottom of the map.
-Make it so you don't have to reload every time you switch weapons. One of the main reasons for switching weapons in a game like this is if you want to quickly finish someone off with your sidearm without having to reload.
-The flamethrower takes far too long to reload in my opinion.
-I think grenades would be relatively useless in combat since they are so easy to avoid. Change this by giving them a shorter fuse/larger blast radius. You could also make it so that the grenades are only thrown as far as the crosshair which would help with aiming them.
-Implement a reloading animation- that way you'll be able to see when someone is reloading and rush round and waste them!
-The flamethrower flame is rather a bit to easy to take cover from, because the particles are destroyed as soon as the edge touches a backdrop. It would be better to destroy them when the centre pixel touches a backdrop, using the collision mask. I did this for my own game and if you don't then it means the flamethrower will be pretty ineffective in indoor areas- which is a bit uncharacteristic of a flamethrower!
Posted by boa 28th May, 2009
Rated :

update.mfa file plase
Posted by columbo borgi :C 30th May, 2009
Rated :

holding right click looks like pissing, but kinda nice engine






Worth A Click