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:
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.
Really cool @Latif3, it plays really nicely.
I think the Godot engine looks really promising as well, I’ve been meaning to check it out but haven’t made the time.
I wish it was like a 3D flowlab. Nothing comes close to the usability of this
@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.
Making models? Use tinkercad.com
Its fun as hell to use, and allows 3D printing. Also its free
I was going to try to make a birds eye view 3D game to hard
Theres this little trick I came up with that makes objects in the game world act like they are background objects with their own parallax
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.”
Btw @grazer, can you scroll up please.
I did one too, except it had a little box for it. I never printed it though, for some reason Im obsessed with printing wrenches
Its my newest model- the dual wrench. Featuring an isometric thread that snaps into place, and a crescent wrench head, along with a pipe wrench head.
I also have the combat wrench which is basically a Swiss Army knife but a wrench.
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.
I updated the game several times. New stuff arrived:
These can be moved by the players, or destroyed by hitting them.
Added 2 trampolines in the map
New class: Destroyer
Deals high damage but doesn’t shoot really fast.
New class: Flamethrower
Rapidly deals low damage and can shoot though crates.
Disappear when standing on them. They come back after a short time.
Small balance changes:
- Buffed wizard, shoots every 0.4s (from 0.5s). Now it can kill an archer when shooting at each other.
- Nerfed guard, now kills a player in 5 hits, another guard 7 (used to be 3 and 5). It was way too strong.
I wish this game could be online lol