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Conker534
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« Reply #2000 on: August 29, 2012, 07:58:05 PM » |
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Conker: she's really cute, and I love the hair! Standing like that seems uncomfortable, though. (Unless she's lying down instead of standing, which makes it a little more suggestive?)
Haha its just a pose so I could design the outfit. :D Thanks I like her hair too.
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Zimonak
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Zimonak Wyros
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« Reply #2001 on: August 30, 2012, 04:07:17 AM » |
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From simple idea:  To something playable (progress till today):  For interested ones: #Title: EST Rakett (translation: EST Rocket) #version 1.0.1 in progress, mainly improving gameplay #puzzle game involving gravity and manipulating with planets #10 levels #current version is in Estonian #participated in Estonian game making forum contest
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« Last Edit: September 28, 2013, 02:11:00 AM by Zimonak »
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Untrustedlife
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« Reply #2002 on: August 30, 2012, 09:15:01 AM » |
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yesterday i finished up the inventory system in my game , ill post a screenie later, today i have to start on multiplayer, ill get server connecting done and chat and then add to single player, i need to start working more on the roguelike aspect... the development is going very well...
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EvanZ
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« Reply #2004 on: August 30, 2012, 07:58:24 PM » |
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Worked on the upgrades for my arena shooter. 
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SolarLune
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« Reply #2005 on: August 30, 2012, 08:53:11 PM » |
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"Everybody died. The end." < LOL Maybe you should give each 'turret point' a target object. Move the object toward the player, and shoot fire at the target. This way, it will be where the player was, rather than where he is. You could also slow down the fire. Of course, you should only change it if you think it's too difficult. And yes, trig's pretty awesome for games.
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Azure Lazuline
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« Reply #2006 on: August 30, 2012, 08:55:18 PM » |
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atan2, the king of all math.
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Copy Kitty - a platformer/shooter with almost 200 weapons! Chaotic destruction, massive bosses, unlimited variety, and spherical penguins!
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Morroque
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« Reply #2007 on: August 30, 2012, 09:19:26 PM » |
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Maybe you should give each 'turret point' a target object. Move the object toward the player, and shoot fire at the target. This way, it will be where the player was, rather than where he is. You could also slow down the fire. Of course, you should only change it if you think it's too difficult. I totally would if it were more object oriented, but sadly it isn't. I need to keep these objects and individually copypastable as I can for the other team members who aren't as big on coding as I am. It's not visible on the gameplay spectrum, but I really only had sin(x) and cos(x) functions already available to me on this engine. I had to program atan(x) entirely on my own, which was tedious but rewarding enough. I actually used a tiny bit of Java to generate the arctan table to a fine enough degree, and I managed to get it just-less-than-linear in terms of complexity. (Sadly, those methods where you sum odd numbered fractions recursively didn't work out well from the "letting the rest of the game not lag" perspective.) Some of the other math involved still eludes me, like extending/shrinking the opposite end of the tangent in order to lead the shot based on the hero's distance away in relativity to their direction and speed. (Basically, leading the target from a distance.) However, for the purposes of this particular project such things like that really shouldn't be necessary. I'd actually much rather have the individual bullets be easily dodged just by keeping in motion.
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« Last Edit: August 30, 2012, 09:35:33 PM by MW »
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Chris Pavia
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« Reply #2009 on: August 31, 2012, 11:12:35 AM » |
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Oh man, forgot all about this thread.
Today in Dungeon Hearts I added icons for enemies who get inflicted with status effects from the Archer's special abilities (all her specials are status-effect based, and she's the only one who can cause them).
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Untrustedlife
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« Reply #2010 on: September 01, 2012, 06:20:04 AM » |
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Well i got multiplayer kind of working, first time doing multiplayer, its hard as hell to debug.. 
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Maud'Dib Atreides
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« Reply #2011 on: September 01, 2012, 06:07:40 PM » |
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Well i got multiplayer kind of working, first time doing multiplayer, its hard as hell to debug..  That's the best feeling in the world, isn't it Especially when it's your first time
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Guy: Give me all of your money. Chap: You can't talk to me that way, I'M BRITISH! Guy: Well, You can't talk to me that way, I'm brutish. Chap: Somebody help me, I'm about to lose 300 pounds! Guy: Why's that a bad thing? Chap: I'M BRITISH.
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Joshua
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« Reply #2012 on: September 03, 2012, 08:04:22 PM » |
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I thought I'd take a few minutes and do a quick edit of a pixel art piece in the Workshop section. Ended up working on it waaay longer than I thought, and pretty much redid it. I like what I ended up with, hopefully it's still helpful. 
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SolarLune
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« Reply #2013 on: September 03, 2012, 10:04:33 PM » |
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Pretty beautiful. The purple feels a bit off - maybe if it were surrounded by black, or was a bit darker than the green of the leaves, or if there was some hue shifting going on in the darker areas (that way, the colors could 'bend' closer to the purple). Anyway, it's great!
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26PM
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« Reply #2014 on: September 05, 2012, 07:03:37 AM » |
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That is beautiful. Love it. Now I want to explore a world in that style.
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“If you look for beauty, you will find it.”
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Joshua
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« Reply #2015 on: September 05, 2012, 11:32:59 AM » |
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@SolarLune Thanks, I appreciate the compliments. The purple was supposed to be bounce/fill lighting. I was trying to find a color I liked, but it was getting late and I didn't want to sink anymore time into it. The hue shifting suggestion is a good point. Since the darker colors are similar in value, maybe I could reduce them to a single color? Hmm...
@26PM Thanks for the kind words. I'm curious, what sort of exploration/gameplay do you see with this?
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26PM
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« Reply #2016 on: September 06, 2012, 10:20:34 AM » |
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@26PM Thanks for the kind words. I'm curious, what sort of exploration/gameplay do you see with this? [/quote]
Gameplay would be up to you, but I would be happy just to explore a universe made in this art style.
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“If you look for beauty, you will find it.”
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Christoffer
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« Reply #2018 on: September 12, 2012, 02:45:49 PM » |
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SolarLune
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« Reply #2019 on: September 12, 2012, 03:35:17 PM » |
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Vertex colors, right? Looks cool.
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