As I said earlier I stopped creating games with flowlab because I wanted to focus more on real game programming. I’ve been using godot engine. When I found it I thought huh, I’ve never heard from this engine, but I really got impressed when I checked it out. It’s like Unity3D but free, so I can finally have a custom splash screen. Unity is still a better engine for 3D games, godot focuses more in 2D games.
Blah blah blah, I just want to say that I realized there’s no reason to stop making flowlab games. I’m learning pretty fast because of my programming experience, I just need to know how everything works in the engine. So I have enough time for flowlab.
I just made a concept with flowlab and I will try making it in godot: http://www.flowlab.io/game/play/722417
It’s inspired from this game by SnakeInMyHoot. His game is amazing and I just wanted to remake it Player 1: left and right to move, up to jump, and down to attack. Player 2: A and D to move, W to jump, and S to attack. P to return to player selection.
Get a friend/brother/sister/parent/schoolmate/wanderer or another person with you and go play together. Play with yourself if you’re lonely forever.
My main goal is making The Graveyard, or making that 1v1 game online…
NOTE: If you’re taking a look at the behaviors. The sword logic was made before the RayCast update. So if you ever want to make a sword, just use the RayCast behavior and don’t use my logic with checking x and y positions.
Or I could just update it… Well bye imma sleep, good night lovely people.
@grazer I’ve also seen something really weird. When player 1 or 2 go to the very left side of the level they become invisible. If I make the objects 1x1 it’s fixed (they’re 3x3 now because of the sword animation). I sometimes see this too in The Graveyard in the left side with lightning, skeleton barrels and bombs (notice that all these object are bigger than 1x1).
@CrimsonBlackGames I’m not sure if that exists (with 3D games). If you ever want to code a game with a programming language you should make 2D games first, because 3D games are way too complex. I gave up making a 3D game with Unity a while ago because it was too hard (even though it supports c#, the language I advance the most). It’s not really fun when you don’t know what to do after finishing some tutorials. The thing I hated the most is making models, or finding them on the internet. I’m lazy…
Making 2D games is much easier, and more fun than making a 3D game in my opinion. You also learn much faster. A good 3D game requires a lot of time.
Ah yeah tinkercad. I remember using that for school. The teacher once printed one of my models with his 3D printer. It was a wedding ring, and he told me: “This is for your future wife.”
Hey @Latif3 - thanks for pointing that out, I’ll take a look. I bet I know what the issue is already - this sounds like a bug in the spacial partitioning.