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eFPSe assets and example game |
Posted by: VeganPete - 02-20-2025, 09:13 PM - Forum: WIP
- Replies (2)
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So here's my collection of assets, all set up and ready to rock - placed into a demo base game for eFPSe. I will be adding more and, if you like my style, you can request new assets/ideas for me to add to the pack.
*Rated MATURE; contains scenes of war, violence, death and nudity.
![[Image: cover.png]](https://i.postimg.cc/sD3xYQT9/cover.png)
In this collection, there are many assets:
Robots, rats, ninjas, soldiers, sharks, crocodiles, monsters, go-go girls and much more...
effects (explosions, bullet-holes, particles)
doors: hundreds of doors with door and frame textures correctly sized and mapped.
enemies: many animated sprites with separate blood and sounds.
weapons: many knives, swords, pistols, handguns, smg's, sniper rifles, assault rifles, launchers etc.(animated sprites with sounds, stats and recoil).
decorations: animated sprites and textured 3D models (set to scale 1 with power-of-2 UV atlases), exploding barrels, breaking glass,, trees, hills, security camera, helicopter etc.
tiles: many genres of seamless grass, brick, mud, sci-fi panes, windows, buildings.
animated textures: blood, water, fire.
music: a collection of music I made using a.i.
skycubes: a collection of skycubes I made using a.i.
custom modifiers: many tips and tricks with these modifiers - decals, cages, fences, etc.
2D tiled road system
dithered water and windows - this method allows transparent water and windows without causing background items to cull.
HUD icons, number bimaps, health, ammo, armour, weapon pickups, scree-bezels, scan-lines etc
maps: 2 maps to showcase the enemies, weapons, models etc.
...basically this all my eFPSe assets in one ever-growing game-pack. I'll update and post a changelogue of new features.
*disclaimer - whilst I've spent hundreds of hours making sounds, sprites, models and animations - you're free to use these assets however you want - please be aware that due to the methods of creation I have used (such as artificial intelligence, roto-scoping, chromakeying, pixel-tracing, orthographic model projection, screen-shotting, real-world referencing, digitizing etc - there has been some advisory/controversy towards the legitimacy of my work. eg: I manually isolated all the guns-prites from a video of a game-mod, which was listed as CC0 (creative commons - public domain). I am in no way sponsored or endorsed by eFPSe, it's associates or its creators - I'm a humble user, fellow hobbyist-dev and content maker. If this post (or its content herein) somehow brings disrepute - please don't hesitate to report the post and request it's deletion.
**I have been assured by PayPal and by a local Solicitor that my work, in principal, is considered "transformative" in most parts of the World, including Europe, UK, Canada and USA and is allowed for private-use and also allowed to be used commercially.. There should be no issues with this. However, the incidental use of trademarked materials (such as logos (eg: the red cross symbol), vehicle design, ammunition, uniforms, clothing, camouflage patterns, furniture design, firearms, ammunition, building facades, road-signs, building layouts, road-markings, traffic cones (basically everything) etc etc etc - are all subject to trademark and copyright protection and should be used with caution after checking the applicable legislation in your own Country and the Country of sale of your game. Most Countries allow the use of copyrighted and trademarked material (such as a road-sign or a coke can), without the permission, consent or knowledge of the original owner, for incidental use, educational purposes or parody or fair use and fair-dealing - as long as no significant financial loss can be proven, that the assets are not used to compete with their original intended purpose and if the sale of your game does not deliberately detract from the value of the original owner and your game does not contravene any laws (or bylaws) concerning national-security and counter-terrorism etc - however specific usage still 'might possibly' be challenged.
[DOWNLOAD HERE]
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Projectile (shoot from position) height |
Posted by: VeganPete - 02-14-2025, 10:31 PM - Forum: Help
- Replies (9)
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Does anyone know of a way to adjust the enemy projectile height?
I made a helicopter and altered it's +y axis (so it flies in the sky, above the terrain).
Looks good but when it fires/shoots a projectile, the bullet sprite starts near the floor.
Any way to adjust projectile height so it fires from the models position (in the air)?
*As a last-resort, I could make a large projectile sprite with lots of blank-space at the bottom.
Thanks.
https://www.dailymotion.com/video/x9edj32
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DEAD TRASH – A Digitized FPS with 90s Grit |
Posted by: Slaur3n - 02-13-2025, 12:33 PM - Forum: Showcase
- Replies (3)
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Dead Trash started as a small project for an itch.io game jam in the summer of 2024, built in just two weeks. As a kid, I was fascinated by games that used digitized actors, like Mortal Kombat, TekWar, and Rise of the Triad. Back then, I thought this technique looked more real than most 3D games, and I hoped it would evolve into something even better, like playing a movie.
This project was my chance to bring that vision to life. Inspired by 90s FPS classics and B-Horror action movies, Dead Trash delivers visceral gunplay, weighty weapons, and brutal, gooey gore.
Every shot feels powerful, enemies crumble into blood and chunks, and the atmosphere is thick with grimy decay. The game features real actors and replica weapons, mixed with edited 3D prop assets to achieve a unique, immersive style.
What started as a jam experiment quickly grew into something bigger, a high-intensity, blood-soaked shooter where every fight feels raw and impactful.
This is the kind of game I always wanted to play.
So I made it.
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Years into a brutal lockdown, a once-thriving city lies in ruins, abandoned by its government and overrun by vicious, mindless infected.
Grab your hammer, collect your nerves and enter the mayhem.
Releasing on STEAM March 11 2025
https://store.steampowered.com/app/3316470/DEAD_TRASH/
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how do you like to make your fps levels? |
Posted by: Prince of Mars - 02-13-2025, 12:01 PM - Forum: Level Design
- Replies (4)
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I put alot of thought into my combat encounters but I rely too heavily on you walk into a room and fight a bunch of guys.
do you prefer monster closets? or enemies spawning into the room? or switches which cause enemies to appear.
do you prefer abstract combat arenas like doom or more realistic areas like duke 3d?
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