Iwould like to ask, how did you exatcly made the saving system? I'm also programming on gdevelop, and i can't save my game i'm currently making. I'd rather ask somebody who can script in gdevelop, and this is where i came
the game gives you no hope to keep playing. you need to ease up on the rocks breaking everything and the over aggressive stuff that happens. Its too fast you know. The fact you give us next to nothing at first to make the weapons you need like asap to kill the overly hard frogs and break up the stones...is just insane. Its a game killer. Please fix the balance.
This is honestly a good game except for the boulder who kept ruining my raft, i know you should hit it with a pic axe and something for it to be gone but srsly, before i can even finish what im building it already ruins it. i hope you can make the boulder move slower cuz it literally just break everything too quick before i can manage to hit it.
I was enjoying the game. until I got hit by the shark and the rock twice at the same time and lost my entire raft except one square.
I had some progress and it really sucked having to start over again and I got bored/frustrated that it happened twice in 5 minutes.
Since this is the only game making forum I know of I thought I would ask; what is the most user friendly game engine available, something that requires little to no traditional programming, the engine needs to be able to project video and sound on top of a plane.
After messing around with a virtual cinema in blender, I realised how easily it would be to create a Myst like game. A plane is put in front of the player camera, depending on what button you press a different video is played on top of the plane and different variables are triggered and different invisible objects appears in front of the still video frames that you can interact with.
Something that would look really good is a game that has prerendered videos playing when the character moves around the scene. So you click forward and the player moves up a prerendered stair for example. You hit right and then he rotates to the right. When he stands still a looping video is playing of trees waving in the wind or whatever. Then some objects you can interact with by clicking on them or hover over them with the cursor, invisible objects would appear in front of the right part of the prerendered video and clicking on it would allow you to trigger some event.
You seem to have very specific requests for this. I am not aware of a game engine that can exactly do what you are looking for. Game engines like Unreal or Unity were created in a more general sense. But it might even be possible in your case to use a 2D engine or only 2D functionality.
If you are rendering the movement, how would you make sure that the 3d objects are always perfectly at the position where they are supposed to be? Besides the rendered video, you would need to know for each frame where the camera, what its rotation and the exact camera settings were. Getting all that information is usually not too difficult, but synchronizing with the video playback might become tricky.
If you have at rendered games like Myst or Riven, they feel very static compared to these days games where basically everything is dynamic and animated. How do you plan to preserve the immersion with rendered videos?
If you really detest programming, it may be better to focus on game art, and head over to, say, the paid work forum, and find a game developer looking for an artist.
Otherwise, just pick a game engine and run with it for several months and see how it goes.
I cooperated with a programmer some time back on a very casual project and I found that he seemed to lack an appreciation of how to make things look neat. Something as simple as having the damage the enemy takes appear above the enemy instead of on top of the enemy, I would have to point all that out to him and sometimes he would disagree on something and I would have to write long paragraphs trying to convince him otherwise.
These are just two quick and dirty prototypes to demonstrate how it could work. The textures could be animated e.g. via video-texture (you would need someone [a programmer] to apply video-texture as the BGE does not support it via GUI).
I am struggling to understand what exactly you are looking for. Myst is rendered with actual 3d objects using a perspective camera while other games like Final Fantasy that you mentioned are 2.5d and are rendered using orthographic cameras and a faked parallax effect to create the impression of depth. From a technical point of view, those are two different kinds of games.
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