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April 25, 2024, 03:52:40 PM

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TIGSource ForumsCommunityDevLogsMoonQuest
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Author Topic: MoonQuest  (Read 1322905 times)
makerimages
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« Reply #1540 on: May 13, 2013, 07:42:06 AM »

Update: Boney M





That requiers for: Acid!
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Makerimages-Its in the pixel
gimymblert
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« Reply #1541 on: May 13, 2013, 01:20:01 PM »

moon skull
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rundown
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« Reply #1542 on: May 13, 2013, 01:43:11 PM »

nice, i like the way this is going!
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Joshua
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« Reply #1543 on: May 13, 2013, 04:34:35 PM »

Moonman's paleo diet is really working...
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eigenbom
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« Reply #1544 on: May 13, 2013, 05:42:46 PM »

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happymonster
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« Reply #1545 on: May 13, 2013, 11:35:53 PM »

So you are adding combat?
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eigenbom
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« Reply #1546 on: May 14, 2013, 10:19:16 PM »

Thanks guys, @HappyMonster: maybe. Wink

Update: Crossbows







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rundown
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« Reply #1547 on: May 15, 2013, 12:35:16 AM »

Nice and gory =3
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jO
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« Reply #1548 on: May 15, 2013, 01:25:41 AM »

I love how that arrow flies.
Did you consider making arrows stick in the environment instead of making them slide / drop when colliding?
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rundown
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« Reply #1549 on: May 15, 2013, 03:16:47 AM »

shame the skeleton just suddenly gets removed when he is dead.
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kleiba
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« Reply #1550 on: May 15, 2013, 09:29:27 PM »

How come the skeleton sparks blood?
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Quarry
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« Reply #1551 on: May 16, 2013, 10:27:58 AM »

Seems like that crossbow is a bow, but is in a pickaxe disguise
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happymonster
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« Reply #1552 on: May 16, 2013, 01:57:31 PM »

Yep, the bow should be taller. Smiley
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eigenbom
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« Reply #1553 on: May 16, 2013, 02:09:41 PM »

@j0: Thx, yeah they'll definitely stick to the environment soon. I first have to implement the "attached objects" mechanic, which includes: torches, stuck arrows, mushrooms, and levers. The tricky little bit is getting the object to fall off when the block it's attached to is destroyed, but I've got something in mind.

@rundown+kleiba: yeah would be nice to have a pile of bones or something. I could break the composite sprite up into its parts and shatter it, but that's not in my plan atm. I've changed the blood to white bone fragments for now.

@Quarr+@HM: I agree, and the crossbow has been updated since then! Voila!



Update: Added a appear and hide anim for the rabbit, it now crawls into the ground and disappears sometimes. Entities now have different walk speeds, specified as the "max_ground_speed" attrib. Melee and projectile damage now adds an impulse to knock back the target a little bit. More internal code reshuffling, its getting much more understandable.

:D
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kleiba
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« Reply #1554 on: May 16, 2013, 03:28:34 PM »

All sounds really good! :-) Keep going...
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eigenbom
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« Reply #1555 on: May 17, 2013, 07:39:00 PM »

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siskavard
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« Reply #1556 on: May 17, 2013, 08:29:26 PM »

Leo trades in his shell for a katana upgrade
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Panurge
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« Reply #1557 on: May 17, 2013, 09:09:34 PM »

Badass! By the way, I may be in a minority here but I really liked the skeleton blood...
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gimymblert
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« Reply #1558 on: May 17, 2013, 09:35:00 PM »

moonturtle
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nikki
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« Reply #1559 on: May 18, 2013, 07:28:25 AM »

teenage mutant hero moonman
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