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Yo! How about a mission that involves battling an invisible enemy tank and rescuing 2 government cyborg.

Maybe ;)

I started playing the game and saw this error, can you help me?

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FATAL ERROR in Vertex Shader compilation

ShaderName: shd_outline_old

D3DXCompile failed - result

at gml_Object_o_player_Draw_0

############################################################################################

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stack frame is

gml_Object_o_player_Draw_0 (line -1)

Please check the description of the game on the page.

(+1)

Just wanna say the art aesthetic/style looks incredible!

Glad you like it!

(+1)

This is some top-shelf shit. I can't wait for the full release and to see where this goes 

Appreciate it!

(+1)

Hey, made an account to comment.

I wanted to let you know that the game may have some weird issues with v-sync on AMD graphics cards, but there's a chance that my old 5700 XT Gaming OC is on its last legs (it's a famously temperamental card in the first place). On windows 11 24H2 and Adrenaline 25.2.1, dual monitor setup. I selected V-sync in the options and it immediately caused my graphics drivers to crash extremely hard (screen went black, attempted to recover with a bit of screen flicker multiple times, then fell back on APU display), to the point I had to reinstall them. Had to close the game manually once my display fell back on my APU so if there's some kind of error log, it didn't get created. Alternate sync didn't do the same, but caused some slowdown with my mouse so I continued on without either.

IF the issue is my 5700 XT, just ignore the whole above paragraph. May well be the case.

The game itself works perfectly fine. Lots of fun and I'll definitely be keeping track of this project. I don't know how extensive a feature list you're planning, but I personally would hope to see alternate leg types and some paint customization à la Armored Core. I also hope for a windowed mode option.

(+1)

Hey, thanks for the report. Really sorry to hear that this game crashed your card to the degree that the drivers had to be reinstalled, that's a nightmare and quite surprising for me since the game should have really low system requirements.

The alternate v-sync method does add some smoothing to my mouse input as well, I'm not sure if I'm going to keep that option in (although some people manage to use it). I should note I'm using an old engine (Game Maker) so some compatibility problems could arise from newer cards trying to handle it. I've had a playtester try it with higher end Intel cards and it ran with no issues using both v-sync methods, though the alternate one used to speed the game up by 200% before patching. It may well be your 5700 XT failing, but there's nothing I can really do to confirm it on my end.

The game itself works perfectly fine. Lots of fun and I'll definitely be keeping track of this project. I don't know how extensive a feature list you're planning, but I personally would hope to see alternate leg types and some paint customization à la Armored Core.

Thank you. I have a lot more gameplay features planned, but it'll take some time to thoroughly develop and implement them.

I also hope for a windowed mode option.

Soon! A proper options menu with rebinding and display settings will come, current one is a quick and dirty placeholder.

(+2)

I like this game!

I like your name! Thanks for playing.

(+1)

the game is really fun and i would love to see it on steam, when you will feel ready on features!
game at core really fun, you only need to add more maps, different enemies and more weapons / upgrades to keep the game flowing!

(+1)

Cheers! Eventually, more variety is planned.

(+5)

Hi MezzSoft, I found out about your game by chance on YouTube, and it's really great! Thank you for your hard work, and good luck with the development.

P.S. I used a translator. Greetings from Ukraine!

Hello. Thank you so much for your kind words and interest in my game, it means a lot!

Take care!

(2 edits) (+2)(-1)

This is AMAZING! The game felt a little clunky at first but after a few hours it felt very fun to play. It'd be nice if enemy missile lock, low ammo, ammo empty (separate for side, main and aux. weapons), and enemy detection had audio queues though, found myself struggling to notice when those ran out. Is there any chance that a future build will have enemy distance notice (like the enemy arrows having a distance next to them)? It was a bit difficult to tell where enemies were in relation to the map when they were offscreen based off the radar.

This game has a lot of potential, I can't wait for the full release!

(+1)

Cheers for playing! I'm glad you like it.

It'd be nice if enemy missile lock, low ammo, ammo empty (separate for side, main and aux. weapons), and enemy detection had audio queues though, found myself struggling to notice when those ran out.

I've been reworking the in-game HUD slightly for better readability. Hopefully it'll be more noticeable next time around. Enemies firing missiles at the player should have a warning sound and indicator show up, I hope nothing glitched out.

Is there any chance that a future build will have enemy distance notice (like the enemy arrows having a distance next to them)? It was a bit difficult to tell where enemies were in relation to the map when they were offscreen based off the radar.

I have some unused code that has the enemy arrow indicators around the reticule vary depending on their distance from the player. I could possibly put an option in the settings that lets you toggle between dynamic and static arrow indicators.

This game has a lot of potential, I can't wait for the full release!

Thank you!

(+2)

VERY cool stuff. Had a blast with the demo with Stages 3-5 taking the cake for me.
2 was the least enjoyable but still fun. I can easily imagine an Ace Combat/Armored Core type campaign with getting funds, buying new gear and perhaps mechs etc. 
Will be keeping an eye out, keep it up mate, cheers!

(+1)

Cheers for playing! Don't worry, stage 2 is getting a big overhaul both in level design and also the enemy behavior. I usually skip it myself, so I'm working on making it a lot more fun to play.

I can easily imagine an Ace Combat/Armored Core type campaign with getting funds, buying new gear and perhaps mechs etc. 

Of course! Eventually you'll be purchasing new weapons and upgrades after missions are completed.

Will be keeping an eye out, keep it up mate, cheers!

Thanks mate!

pls help when i opened the exe file it shows up for a bit but then it automatically crashes i already intaled direct but still it keeps happening pls fix dis

(1 edit)

What OS are you using and hardware? Does it show an error screen with debug info saying what caused the crash?

i havent seen an error it jus exited fast and idk where to find the error logs but the os i use it windows 10 and AMD A6-9500 RADEON R5, 8 COMPUTE CORES 2C+6G      3.50 GHz

Hm, this may be an issue with AMD cards. I'll look into it and see if I can find a fix, sorry about that.

I don't have a computer, so I really hope this game can be on the PS5. (இωஇ )

Maybe!

(1 edit)

Hey MezzSoft

Very nice game you got here :)

Can you please confirm the request?

Thanks for the kind words!

Confirmed.

I'm getting a fatal error about 1 min into playing. Any ideas?


Processor    13th Gen Intel(R) Core(TM) i9-13900KS   3.20 GHz

Installed RAM    64.0 GB (63.8 GB usable)

Graphics    3090Ti

Edition    Windows 11 Pro

OS build    22631.4890

Experience    Windows Feature Experience Pack 1000.22700.1067.0

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FATAL ERROR in

action number 1

of Draw Event

for object building_parent:

draw_sprite_ext argument 9 incorrect type (unknown) expecting a Number (YYGF)

at gml_Object_building_parent_Draw_0

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stack frame is

gml_Object_building_parent_Draw_0 (line -1)

(1 edit)

Thank you for the error report. This is a very unusual crash I've not seen before. It might be a compatibility issue with Windows 11; I'll see about compiling the game in a different way that might be more stable for it and your graphics card. Sorry again.

Is it possible you could try running it in compatibility mode set for W10 or W8?

I hope melee will be add in the game in the future

It will!

(+1)

This game is just crazy, it makes me feel so good.
I look forward to semi end big boss like enemy

and other controllable unite less strong than the one we start in this demo.

Could be nice to begin with a title tank or light mobile armor unit, low gear.

(+1)

Thanks for playing! Bosses are planned too.

Also, is there a Discord to join for this game?

(+1)

Currently no. I think there's way too little content for one, plus the added pressure of having to maintain it would be too much. Maybe in the future.

(+1)

Had to create an account to comment on this game. It is a masterpiece, easily a 15-20 dollar game. This game encapsulates you playing as the main character in an anime. Sound effects and overall game feel is perfect. I hope that this will be on steam soon and (you probably get a lot of this) maybe a co-op or multiplayer mode on game full release.

Thank you for playing! I'm glad you like the sound effects and game feel.

I hope that this will be on steam soon and (you probably get a lot of this) maybe a co-op or multiplayer mode on game full release.

Multiplayer would definitely be a lot of fun with the various weapons and vehicles, but I don't have much experience programming network code in my engine. I'll probably need to recruit some additional programmers for assistance.

(+2)

Great Game! I new I'd love when I first saw it.

A glitch I've been experiencing with the demo is that the aim-reticle doesn't wont to move at the same time as the mech. Note: I am using a touch pad on a laptop and not a mouse. 

If I start moving while the reticle is stationary it will stick in place and wont move again until my mech stops. If the reticle is moving when I move the mech it will not stick, but if I stop for a moment it sticks.

The reticle will also jump and stick periodically while I'm moving, if it does move at all.

(+2)

Thanks for playing!

That's a very strange glitch. Could you tell me which OS you're using and whether either of the v-sync modes were turned on?

I use windows and tried every combination of both v-sync modes. The v-sync mode did help a little.

(+2)

game so good i literally had to log in just to comment,conviniently enough discover i already had an account which i forgot

that aside the game is super good and im literally ready to pay full price just to experience the full release

Thank you for playing! Appreciate the kind words too.

(+1)

THIS IS PRETTY GOOD!
THIS IS PRETTY GOOD!

Thanks, thanks!

An absolute banger, using the mini guns or rail gun makes me feel like a god

Cheers!

(+2)

Just finished the demo, getting an S in all of the 5 levels and... It's incredible, I really enjoyed and liked it, especially the sound effects.

Shooting with the vulcan or the railcannon hits me like crack.

I think the missiles should be a bit more impactful, I mostly only used the primary weapons and the grenades while playing. It can be just me too.

Anyway, it's was an awesome experience, can't wait for the full game.

Thanks for playing! Nice job S ranking all five of the missions too.

I think the missiles should be a bit more impactful, I mostly only used the primary weapons and the grenades while playing. It can be just me too.

I'm working on some other secondary weapons aside from the missiles, hopefully they'll pack a bit more of a punch.

Anyway, it's was an awesome experience, can't wait for the full game.

Cheers!

(+2)

bro esta muy bueno el juego 10/10

Gracias por jugar!

(+2)

Thanks Mezzsoft! I can't belive such massive update could come out so soon! Thank you angain, keep it up!

Hey, thanks for playing it again!

(+2)

This demo was really really fun! Lots of potential with this. Stumbled on it on youtube and the sound FX for the base gun threw me back to some of the gun sounds for Battletanx when I was a kid! Loved playing through the missions, and the vulcan is nasty! Plus the smoke grenades are great!

I'll definitely be keeping an eye on this one. Fantastic vibes and to-the-point gameplay. I could easily see this as an arcade cabinet game with a leaderboard.

Cheers! Battletanx and Black on the PS2 were definitely influences on the sound design.

I'm working on implementing gamepad support, so an arcade cabinet version could exist in the future!

Okay,  hearing that Battletanx was an influence on the sound design is really cool! I felt a little crazy connecting two dots together that shouldn't, but really cool to find out I got it right! :D

What's up Mezzsoft. I'm already a big fan of your work and I only found it yesterday. I haven't played it because I only have a laptop with no mouse, but I do have a bunch of ideas that just flooded in when I saw your game. I read some of the other players' suggestions and expanded on them too. Game concept and design is my hobby and I thought, since my head was getting too full of ideas to rely on rote memory, I should write some of it down and why not share it with you while I'm at it. I hope you don't mind, but if you like my ideas I've got a lot more, I just don't want to overwhelm you. Here is a link PDF copy and pasted onto google docs.

Thank you for the ideas; unfortunately it seems your Google doc is restricted.

Deleted 55 days ago
(1 edit)

It's opened now. Thanks!

I don't want to spoil too much, but a select few of these I've already had plans to implement for awhile now. Without being too specific, you can expect some of the features in section 3, 4.1, and 5!

Some of these you've come up with are very interesting - in particular having visible equipment strapped to the mech and the optical mast, but the scale is unfortunately quite small, so showing them in-game might be difficult. Instead of ammunition, I could see a pickup you need to return back to base with being visible on the rear of the turret though, that'd be cool to see.

I'm glad to see you read through it. 

The optical mast idea would require upscaling the in game environment, so I knew it was a bit ahead of your current focus. Also it would only be extended/deployed if the top-down data feed was disrupted, including the backup drone feed. I thought it would mix up the game experience and function as a difficulty challenge for an interval of a mission. Then the top-down image would be restored. 

As for grabbing supplies I was thinking of a little more animation detail, the mech grabs, it removes the contents storing them internally, and then discards the empty container.

That's completely fair. I'd like to have some additional animations for the player's mech, but it requires swapping out the entire sprite for each frame due to the drawing method. I'll still see what I can do to add those details though.

By the way — I know you said you only have a laptop touchpad, but the game should be pretty friendly to play even without a mouse. I've actually played it quite extensively with my own laptop's touchpad for testing.

(+1)

Thoroughly enjoyed my time playing all the missions available.

Favourite weapon was the Vulcan by far, you really nailed the sound design!
I found it a bit jarring that the stationary turrents would move backwards on impact.
It made them feel disconnected from the world in my opinion.
I feel like the rail cannon should have a wider beam to make hitting multiple targets easier. I was struggling to rail multiple enemies even though it looked like it should of impacted.

Can't wait to purchase the full product on release :)

(+1)

Got a crash on completing the first level for the first time, but can't recreate it. Also I feel it could do with a tutorial whenever you're getting closer to a bigger release.

Otherwise, this is really fun and I can't wait to see where you go with it

(+1)

My apologies. Do you recall if there was an error message displayed before it closed?

Tutorial going over all the controls and systems is planned, thanks for playing!

There was, but I forget exactly what it said. Something about an error displaying something? Wish I could be more help with that

looks like brigador

(+1)

Absolute cinema, will be waiting for the full release

Thank you for playing!

(+1)

It was SO ENTERTAINING ! I made a little video of it in french quickly to show to my friends, (hope it reaches others). 

I've shared this game page with others too. Hope your project will get farther !!

(+1)

Thank you for making a video! I chuckled whenever you did the voice saying the name of the game and mission complete, haha

Much appreciated for sharing it too!

(2 edits) (+1)

this game is amazing, perspective is top-down but the gameplay has the blend of intense speed and tactical depth which i can't remember since Gungriffon Blaze. sound design is even better than GG Blaze, the soundtrack is still a bit sparse, but the map select music is a real vibe. also im a sucker for quad-mechs and gorgeous pixelart lol. can't wait to see more missile varieties and customisation options for the engine and armour. thank you for making this game!

Nice to see another Gungriffon fan! There was definitely some inspiration with the UI and other design elements from that classic series.

thank you for making this game!

Thank you for playing!

(+2)

I had to close the demo almost immediately before it occupied time when I needed to be working. The style, the art, sound scoring and effects, the mechanics, all of it, I am thoroughly enjoying.

Missile idea:
- Missile options that fire vertically to come straight down on intended targets, more direct (reduced splash damage) and over buildings, but you do not have the benefit of hitting multiple targets lined up (no line of fire).

Ideas on possible mission-specific parameters: 
- Hostiles appear on the map with the intent of destroying buildings and you're tasked with killing the enemies with the least amount of hostile and collateral damage.
- Certain missions in a campaign come during times of attrition, if you ever progress to subcomponent destruction or replacements (maintaining inventory, repairs and battle damage), repairs must be conducted using the remains of enemy hulks. If you cause too much outright damage or continue to damage destroyed mechs, there is less to salvage or replacement parts.

I still play games like Ultima Online now and since release, and I can easily see myself playing something like this for as long as I have something that can run it. Keep up the work! If you ever get tired of it, please find a dedicated steward or open source or license it in the future. I'd love to see this with some kind of way for people to create campaigns/missions etc. 

Cheers!

Cheers for playing and the ideas!

- Missile options that fire vertically to come straight down on intended targets, more direct (reduced splash damage) and over buildings, but you do not have the benefit of hitting multiple targets lined up (no line of fire).

Interesting idea. I'll see what I can do.

- Hostiles appear on the map with the intent of destroying buildings and you're tasked with killing the enemies with the least amount of hostile and collateral damage.

This has been planned for awhile, but I have yet to implement a mission where it happens. I think I'll need to have a meter on screen telling the player how much collateral damage they can cause before it's game over.

- Certain missions in a campaign come during times of attrition, if you ever progress to subcomponent destruction or replacements (maintaining inventory, repairs and battle damage), repairs must be conducted using the remains of enemy hulks. If you cause too much outright damage or continue to damage destroyed mechs, there is less to salvage or replacement parts.

That's a very novel idea. I've been working on adding wrecks to enemy tanks that the player can use as cover, but being able to salvage armor from them might be more interesting. I had also thought about the player's currency in the game being equipment salvaged from wrecks that you could sell as scrap to arms dealers in order to buy the weapons, but I'm not fully decided on that yet.

I still play games like Ultima Online now and since release, and I can easily see myself playing something like this for as long as I have something that can run it. Keep up the work! If you ever get tired of it, please find a dedicated steward or open source or license it in the future. I'd love to see this with some kind of way for people to create campaigns/missions etc. 

Thank you! I hope to finish it myself, but if there ever comes a point where I really can't, I'll consider releasing the source code and some of the systems that I used for the engine.

(+2)

This game is great, got S on all missions, 0 hits. The only bug I saw is the AI getting stuck on buildings. The art style is really cool.

Nicely done with the S ranks! Sorry about the AI getting stuck. I know their pathfinding can be quite poor depending on the level. It's one of the highest priority things right now to fix and improve.

(+2)

this game deserves an award, had too much fun ion lie, please don't abandon this game bruv, something special here, everything's just so crisp and work like damn satisfaction is on point. love n support !

(+1)

Thank you for your kind words and support!

(+1)

Was a lot of fun but I think the railgun might be too good! 
Just felt like I trivialized a lot of encounters by shooting through buildings.
Maybe a smaller mag would or more charge time might help? Didn't feel like it had a lot of downside.

It will definitely be a late or even post game weapon since it's so excessively powerful. That said, I chose to include it in the demo anyway since it's too much fun not to play with. Maybe I'll cut the magazine down to just 20 shots.

(+1)

i love it

<3

(+1)

This is a brilliant game! 

The feeling of the movement and the aiming is slick, together with the way enemies move and projectiles fly is really smooth, it feels good. Overall, you've done sterling work with the physics. The look is great, unit design, explosions and the aesthetic, every bit is in sync from the HUD/UI, to the menus. It's really nice. The sounds too are excellent. I got nothing but praise for everything you've done.

If I can offer some feedback, which you can totally ignore and I'd still buy and love the game:

I saw that at the moment level score is determined by time and hits taken. I wonder if public damage will sometimes be a factor too? I don't know what your intention is yet with overall lore etc. but maybe depending on whether you'll go down a different factions path, and whether the missions become something akin to contracts one takes, and money won in order to buy equipment, where a fight is held could determine whether you need to be more careful with the collateral damage or will actually earn more the more damage you cause.

I saw that you intended to make the railgun a late game weapon because it's very powerful, which makes sense. I quite liked the need for perfect accuracy the gun required, maybe a heavy sniper rifle could be cool, one which fires instantly but has a slower reload. Maybe more semi-automatics or single shot weapons.

I'm not sure what else you've got planned but maybe a bit more intel going in regarding units could help you make the equipment choice.

I wonder if it would be cool to have different forms of boost. Like one where if you double tap a direction you do a sort of small power slide or shunt. Maybe there could be a slot for different evasive modules/equipment (when that helicopter's coming for me I'm terrified - love it). 

The smoke grenade is excellent, also the spread and visualisation of the trajectory is just superb. I used it a lot to get the jump on a bunch of static heavy units often. That turret that shoots them out the sky is a pain in the ass, I love it, it forces different approaches, well done!

I really like the variety of the missions so far, the bug level was great, I really tried to not destroy the garden at first but things got desperate towards the end, and it's great to see the flame thrower shine (I liked the surprise of facing a different enemy species/group), and the last level where the speed with which one tries to eliminate the targets in order to not have reinforcements called in was great! 

I really liked this one moment where I was caught amongst some parked cars, and I had full health so I can only imagine that that little grunt had hit the cars which blow me sky high. Great stuff.  

I'm sorry, I got carried away.

Can't wait to see what you do, you've done excellent work so far. You're very talented.

(+2)

Thank you for the kind words and feedback!

I saw that at the moment level score is determined by time and hits taken. I wonder if public damage will sometimes be a factor too? I don't know what your intention is yet with overall lore etc. but maybe depending on whether you'll go down a different factions path, and whether the missions become something akin to contracts one takes, and money won in order to buy equipment, where a fight is held could determine whether you need to be more careful with the collateral damage or will actually earn more the more damage you cause.

I don't want to punish the player too hard for collateral damage since I find it fun to shoot through buildings, but there could definitely be a few missions where you're specifically instructed to keep below a certain threshold of collateral damage and not destroy some historical buildings.

I saw that you intended to make the railgun a late game weapon because it's very powerful, which makes sense. I quite liked the need for perfect accuracy the gun required, maybe a heavy sniper rifle could be cool, one which fires instantly but has a slower reload. Maybe more semi-automatics or single shot weapons.

That'd be a nice inbetween and way to balance another weapon like it, thanks for the suggestion.

I'm not sure what else you've got planned but maybe a bit more intel going in regarding units could help you make the equipment choice.

Noted. Maybe I'll put on the mission description a specific slot indicating whether or not there'll be things like enemy air support or heavy armor.

I wonder if it would be cool to have different forms of boost. Like one where if you double tap a direction you do a sort of small power slide or shunt. Maybe there could be a slot for different evasive modules/equipment (when that helicopter's coming for me I'm terrified - love it). 

A lot of people have asked for a boost that damages enemies by charging. I like the idea of a dash-boost that goes through buildings, it could be a lot of fun. I plan on eventually adding an APS module you can select which will defend the player from incoming missiles and tank rounds.

The smoke grenade is excellent, also the spread and visualisation of the trajectory is just superb. I used it a lot to get the jump on a bunch of static heavy units often. That turret that shoots them out the sky is a pain in the ass, I love it, it forces different approaches, well done!

Nice! Glad to hear another smoke grenade user is happy with them. Those CIWS / C-RAM turrets are there specifically to stop players from always being able to snipe tanks with grenades, haha.

I really liked this one moment where I was caught amongst some parked cars, and I had full health so I can only imagine that that little grunt had hit the cars which blow me sky high. Great stuff.  

Happened to me a few times as well!

Can't wait to see what you do, you've done excellent work so far. You're very talented.

You're too kind! Thank you.

(+1)

this realy good feels like im playing hotline miami but with mech

Hotline Mech-ami!

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