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TIGSource ForumsCommunityDevLogsPlanetoid Pioneers - built with a NEW engine: Crush2D
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Author Topic: Planetoid Pioneers - built with a NEW engine: Crush2D  (Read 22759 times)
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Giant Enemy Crab
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« Reply #40 on: July 17, 2014, 10:03:27 AM »

Automatic alignment of placed Blueprints to the gravity down vector. A small touch, but one of the dozens of unforeseen details that needed to be addressed when going to point gravity scenes:

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« Reply #41 on: July 30, 2014, 08:43:21 PM »

Local daylight cycle, tied to where you are on the Planetoid:


so, you can run/drive around it with its rotation and have constant daylight
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Oxeren
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« Reply #42 on: July 30, 2014, 09:09:52 PM »

Wow, looks like it's going to be super fun!
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« Reply #43 on: July 30, 2014, 10:31:28 PM »

More work on the round atmosphere and background poly rings:
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« Reply #44 on: August 01, 2014, 06:25:54 AM »

Parallaxing background layers on roung planetoid that also transition out of view seamlessly when zooming out to space view of the whole world:

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« Reply #45 on: August 27, 2014, 11:55:36 AM »

We are adding physics engine features galore
 
First test of sliding joints Wink

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rek
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« Reply #46 on: August 27, 2014, 12:15:12 PM »

Sweeeeet.
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« Reply #47 on: August 29, 2014, 04:30:51 AM »

The Crush2D Engine living up to its name...

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« Reply #48 on: September 08, 2014, 04:14:27 AM »

Our terrain-editing tools are coming right along:


Bending of multiple pieces at once is going to save a lot of time in making fun curvy terrain to swish along on
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Greipur
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« Reply #49 on: September 08, 2014, 04:35:38 AM »

Looks like a great tool! Though a small note. I'd make small icons so the circle that changes position of the vertex is different than the one who changes scale. I'd find it easier to manipulate myself that way.
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« Reply #50 on: September 08, 2014, 04:59:41 AM »

more of that
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« Reply #51 on: September 09, 2014, 03:13:22 PM »

Random selection of terrain objects when placing into the scene
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« Reply #52 on: September 10, 2014, 11:11:13 AM »

Polishing of the random selection TO  placement, and also colorization tool to make things look more interesting and varied within a color range:
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« Reply #53 on: October 22, 2014, 06:10:11 PM »

Audio is in! Using Tim Ambrogi's excellent Gorilla Audio... and here's our sound set UI in action:
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« Reply #54 on: November 19, 2014, 02:30:14 PM »

we got some FIRE, spreading and combusting based on mass and material



Flame effects are WIP, as with everything else
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LuisAnton
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« Reply #55 on: November 19, 2014, 03:07:55 PM »

I wanted to start a devlog soon here. Watching this thread I'm gonna just hide in my cave again and keep eating my own feet.

Impressive. Everything.
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« Reply #56 on: November 20, 2014, 09:24:10 AM »

Play with fire, and you might get burnt:

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Savick
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« Reply #57 on: November 20, 2014, 09:46:05 AM »

Looks nice to me art wise, but the high usage of physics has always been something that looks weird to me.
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Noogai03
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WHOOPWHOOPWHOOPWHOOP


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« Reply #58 on: November 20, 2014, 11:22:53 AM »

little inferno 2 confirmed
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So long and thanks for all the pi
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« Reply #59 on: November 20, 2014, 12:27:01 PM »

This looks cool. I'll keep an eye on it!
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Hey! I'm a game designer/programmer/writer, and I like to make games. Smiley

@LucasZanenga Facebook
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