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« Reply #40 on: January 29, 2018, 03:21:48 PM » |
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loving the progress, this maternal infant-slamming hellbeast is dope man hahahah, so creative and disgusting, love it. also, i think the fire effects are looking better now and match the pixeled aesthetic more. re: Steam store images, my choice is #2, it's the most eye-catching.
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DanBarr
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« Reply #41 on: February 07, 2018, 01:41:18 PM » |
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loving the progress, this maternal infant-slamming hellbeast is dope man hahahah, so creative and disgusting, love it. also, i think the fire effects are looking better now and match the pixeled aesthetic more. re: Steam store images, my choice is #2, it's the most eye-catching.
Thanks for your words dude. Every time I hear the 'disgusting' word, I realize that I am doing a good job hahah.
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DanBarr
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« Reply #42 on: February 07, 2018, 01:45:16 PM » |
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Almost finished the boss of our demo, I need 48 hours days... Here you have one of its many mechanics. It reminds me a lot of "Ocarina of Time" Gif -> https://i.imgur.com/4rod6hi.gif
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« Last Edit: February 07, 2018, 02:05:41 PM by DanBarr »
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DanBarr
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« Reply #44 on: February 19, 2018, 01:51:36 PM » |
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When I posted the following tweet, many of you asked me how I manage to draw the arm of our character in real time. It is much simpler than it seems. We start by drawing a segment. What we have? 2 points, the beginning of the segment and the end, we also have the pixel size, which in our case we determine depending on the Sprite selected automatically. The process is pretty simple, we calculate distances between the possible positions of our next pixel with the end point, the pixel that has the best distance to the final pixel will be the one chosen to be drawn. (this is very optimizable, for example, if the target pixel is in a lower position than our current pixel, we can directly discard the higher positions) Possible position of the next pixel Position of the next pixel SegmentIn an iterative task, our origin pixel is now the pixel already drawn, until the distance of the next pixel to be drawn is greater than the distance of the current pixel with the destination. Not optimized version. Optimized version. Real-time Example This process has to be repeated every frame. We have almost all the work done, to have the complete arm we just have to position the elbow, this elbow will be the end of the first segment and the beginning of the second segment, which will move based on the position of the initial point of the first segment and the end point of the second segment. Real-time Example Ready, we have our fully functional arm , let's see it in action. I hope you liked it. I take this opportunity to say we are about to launch our Kickstarter (probably when you read this has already been released) for more information you can enter our Website or follow us on Twitter, thanks for reading this article!
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DanBarr
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« Reply #45 on: February 20, 2018, 08:28:41 AM » |
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joey4track
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« Reply #46 on: February 20, 2018, 09:09:03 AM » |
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Omg is that a tommy gun? This might be a dumb question but is there gamepad support? And good luck on the Kickstarter you guys!!! Can't wait to do my part to help make this game a reality!! Honored to be working with you both and can't wait to see the progress
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DanBarr
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« Reply #47 on: February 21, 2018, 05:03:47 AM » |
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Omg is that a tommy gun? This might be a dumb question but is there gamepad support? And good luck on the Kickstarter you guys!!! Can't wait to do my part to help make this game a reality!! Honored to be working with you both and can't wait to see the progress Thanks for all Joe PS: Of course, we have "gamepad support"
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« Last Edit: February 26, 2018, 06:20:42 PM by DanBarr »
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DanBarr
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« Reply #48 on: February 22, 2018, 07:13:43 AM » |
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Here you have a new version of my last article, a little more "Clean"
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Taugeshtu
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« Reply #49 on: February 24, 2018, 01:48:33 PM » |
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Really like those "behind the scenes" animations, keep them coming!
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We LOVE you. We MADE you.
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DanBarr
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« Reply #50 on: February 26, 2018, 06:19:41 PM » |
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Really like those "behind the scenes" animations, keep them coming!
Thank you!
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DanBarr
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« Reply #51 on: March 03, 2018, 07:32:19 AM » |
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dyarosla
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« Reply #54 on: March 06, 2018, 08:56:03 AM » |
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The process is pretty simple, we calculate distances between the possible positions of our next pixel with the end point, the pixel that has the best distance to the final pixel will be the one chosen to be drawn. (this is very optimizable, for example, if the target pixel is in a lower position than our current pixel, we can directly discard the higher positions)
Maybe take a look at https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm, which is an optimized version of what you tried to reverse engineer.
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DanBarr
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« Reply #56 on: March 17, 2018, 08:33:05 PM » |
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You’ve seen pictures of a town, a castle, creepy church interiors, a desert… Now it’s time to let it snow, let it snow, let it snow!! We’ve been working hard this week on a Windows and Linux demo (you’ll play it soon!), but there’s more: Isabel, NetherWorld’s awesome pixel art artist, is working on a new COOL scenario!
It’s not finished yet, but at first sight you can feel the loneliness and frigidity of the place. Wait… What’s that wall for? (It’s been you, Trump? Jon Snow?) Our quirky protagonist will live tough situations there… The shadows of his past will come back, and he’ll discover NetherWorld ones too. We’ll see the consequences of a forgotten war, and get a f*cking flu. Seems that NetherWorld’s plot becomes a little more dark and sinister as we get into these cold lands… Brace yourselves, ladies and gentlemen. Thanks for your support! NetherWorld Team Kickstarter
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DanBarr
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« Reply #57 on: March 19, 2018, 02:39:44 PM » |
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WE DID IT!
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