DustyDrake
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« Reply #10420 on: March 17, 2013, 03:46:56 PM » |
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Got room-transitioning done in sub-terra, but there's a small glitch with the camera!
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nihilocrat
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« Reply #10421 on: March 18, 2013, 08:05:04 PM » |
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Messing around with a new character and lighting style
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Rat Casket
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« Reply #10423 on: March 19, 2013, 04:19:39 AM » |
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Messing around with a new character and lighting style I like the blur on the sword.
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DustyDrake
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« Reply #10424 on: March 19, 2013, 09:18:29 AM » |
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Messing around with a new character and lighting style [gif]
I like the blur on the sword. I don't, he's moving way to slow for a blur on it to make sense. If he was swinging it, yeah sure, have a blur, but he's just walking around.
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Rat Casket
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« Reply #10425 on: March 19, 2013, 01:47:41 PM » |
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The sword is full of magic power dude. Relax.
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powly
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« Reply #10426 on: March 19, 2013, 02:14:18 PM » |
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Reminds me of the infinite sword glitch in OOT - not in a good way, though.
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clockwrk_routine
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« Reply #10427 on: March 20, 2013, 02:12:29 AM » |
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reworking the ui, spent the day getting the values to pass. still lots to do. this will allow the user a lot of flexibility for creating shortcuts. arranging assets, and working with other internals, like custom brushes/tools. Well the idea is there at least.
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superflat
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« Reply #10428 on: March 20, 2013, 04:21:19 AM » |
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Monsters, combat, pathfinding. Pathfinding was surprisingly easy to do though. Making sure the enemies don't clump together and form a nice circle around you is a bit trickier to do right. Do you have a devlog for this? It looks really cool. Something about the colour choices gives me Amiga vibes.
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nihilocrat
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« Reply #10429 on: March 20, 2013, 05:06:38 PM » |
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Reminds me of the infinite sword glitch in OOT - not in a good way, though.
Heh, the trail is actually a bug, I was too busy messing with the character and animations, though. I'm curious how people think the style looks, whether I should bother pursuing it further or if I'm wasting my time. I have a swing animation now. I'll make a second one soonish and post another GIF.
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Maud'Dib Atreides
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« Reply #10430 on: March 20, 2013, 07:15:11 PM » |
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Added a gypsy to my RPG, she deals Tarot cards. I'm going to program the cards to do something special.
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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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nihilocrat
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« Reply #10431 on: March 20, 2013, 08:25:06 PM » |
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Left hand intentionally not animated yet.
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JOBA
Level 1
EZ
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« Reply #10432 on: March 20, 2013, 10:09:14 PM » |
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Thanks. My pathfinding system is very similar to it. Do you have a devlog for this? It looks really cool. Something about the colour choices gives me Amiga vibes.
Not yet. I'm afraid maintaining a devlog will take away from the dev time and I will obsess about the replies, views and all that too much. I want to work on the game a little bit longer before opening a devlog. It's only 2-3 weeks in dev so far. It's something that has to be done though. I have some new cool things in, monster awareness AI, ranged combat, equip-able bows and sound effects for most things.
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clockwrk_routine
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« Reply #10433 on: March 21, 2013, 03:09:42 AM » |
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https://dl.dropbox.com/u/46434785/math.swfmathmatical trying to organize/visualize the information, so I decided to start small with basic math operations I'll be using later. right click opens up a context menu to drop modules, green nodes are male, blue are female, drag green to blue. will break if you create certain loops. properties are loaded from getters/setters, using as3 way of reflection, making modules is a breeze.
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Alec S.
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« Reply #10435 on: March 21, 2013, 11:25:41 AM » |
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clockwrk_routine
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« Reply #10436 on: March 21, 2013, 12:06:27 PM » |
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Core Xii
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« Reply #10437 on: March 21, 2013, 12:28:00 PM » |
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I like the blur on the sword.
Correction. Motion blur:Motion trail:The sword in that picture has a trail, not blur.
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feminazi
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« Reply #10438 on: March 21, 2013, 12:47:08 PM » |
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the trail is blurry tho
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nihilocrat
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« Reply #10439 on: March 21, 2013, 03:52:24 PM » |
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If anyone gives a crap it is, indeed, a trail: a transparent mesh which is updated per-frame to create a polygon strip behind the blade.
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