Thank you:)
Jesse Hamm
Creator of
Recent community posts
Thanks for the suggestion.
I'll see what I can do about implementing a raycast system in order to better determine what the player is precisely aiming at.
However, I will not be deviating from the isometric perspective as this again was explicitly designed to invoke the orientation and gameplay style of the original Zaxxon. I will also be keeping the Y-inversion controls as this is both an accurate invocation of Zaxxon, and an authentic representation of aircraft pitch controls. It may take some getting used to, but it's easily manageable, once you get the hang of it.
Thank you:)
Yes, there should be keys within the game. The first one is located at the end of one of the corridors, while the remainder are contained within each of the locked rooms. To reach the first key from the start of the game, head down the hallway to the left (past the octogonal pillar), this path should wind a bit until it comes to a dead-end with a skeleton and one of the intact grandfather clocks.
One of the other problems that I was unable to rectify prior to the deadline was the camera system, which had a tendency to wobble during encounter with the transparent ghosts, due to constant over-corrections with the lock-on system. Hopefully I'll be able to remedy this so that the display becomes more stable.
I'm glad you liked the game, and I'll do what I can to fix the issues:)
Maybe. However, I was originally envisioning it as a tribute to the old Descent games. (i.e. 360 degrees of freedom FPS).
Some of the areas I have in mind will be considerably more open with various inter-connected paths and corridors, so I would prefer a shooter that enables considerable freedom in terms of player movement.
OK, that's weird. The Nieuports were already utilizing textures, so that shouldn't have been a problem.
Perhaps the issue is with the shaders.
I've just uploaded another update labeled: pfalz 1_12.zip which replaces the standard Vertex shader with the Mobile equivalent.
The original VertexLit was exclusive to Unity version 4 so it's possible it's no longer compatible with later system types or operating systems.
You can try this update. Hopefully it will work, but again, I'm not sure.
Hmmm.... That's strange.
As a diagnostic, I just recently downloaded and ran the program, and it appears to be working fine from my end . I had also received some feedback from users in the past of the same variant who apparently were able to play the game without any issues.
I would note that the model in question applies fixed material settings as specified in Blender, rather than conventional textures. So, it's possible that this configuration may pose compatibility problems with certain system types which I am not aware of.
I don't know. I'll have to look into this. Sorry for the inconvenience.