In response to ChakraX
ChakraX wrote:
https://puu.sh/AIf12/c1480df6d8.gif a little glimpse of what we have going on.

I like what you're doing bravo

I like this but aren't you biting off a little more than you can chew? xD like in terms of scaling with the naruto universe doing Gamabunta that big will mean you've got to do a lot more of equal size and larger in some cases, not only that but skills etc. from the summoning, I mean don't get me wrong it's cool, the breathing is perfect and it's the right perspective I'll say A++ but you're about to give yourself a ridiculous work load by making it this way xD
Almost done and the skills aren't even hard lol. We got it under control come to the discord and check us out. Btw gold souls been looking for you hit him up! You stay going mia!
We don't mind the work load the point is to set a new standard of success and art as well as to push ourselves to the limit
What a waste of money


"Lord I was born a shamblin' man"
Yut Put wrote:
its pretty cool to see how the light affects gameplay

personally id prefer to see a focus on more slow deliberate shots to make the game feel scarier like RE4

That's sort of how I want the Zero G segments of gameplay to be. Slower more deliberate combat, as firing your weapons usually pushes you around.

In enemy news: I gave one a gun. I also need to light the area a bit better for my next post, so people can see all that's going on.

In response to Bravo1
if you're going to have blood puddles spread "southward" like that (as opposed to being on the surface of the "floor", you gotta move the border for the floor like, a couple pixels down.

Right now, your mobs are walking on the surface of the floor, but the blood pools fuck up your perspective and make it look like the blood is somehow seeping into the ground.

Hard to explain, but i hope i got it across.
In response to Kumorii
Kumorii wrote:
if you're going to have blood puddles spread "southward" like that (as opposed to being on the surface of the "floor", you gotta move the border for the floor like, a couple pixels down.

Right now, your mobs are walking on the surface of the floor, but the blood pools fuck up your perspective and make it look like the blood is somehow seeping into the ground.

Hard to explain, but i hope i got it across.

Well I ended up completely reworking how these enemies die because that falling animation looks really janky and has never worked properly.

That being said, blood is still made, and I want to have it show up as seen. It's less that it's seeping into the ground and more that it's running over the "edge" of the ground, as if moving toward the player could cause you to fall (kind of like this:https://cdn-images-1.medium.com/max/1440/ 1*IjhboV-Tjy7OfVvbK8bJoQ.jpeg)

I'm actually going to rework things so that enemies will shoot blood out of their body upon death, in order for it to fall more realistically (say if part of their body is hanging off a ledge).

As for how it's displayed it's tricky, I do think it needs to bleed over (heh) less, but I still want it to show up in a similar fashion to how it looks now.
That being said, blood is still made, and I want to have it show up as seen. It's less that it's seeping into the ground and more that it's running over the "edge" of the ground, as if moving toward the player could cause you to fall (kind of like this:https://cdn-images-1.medium.com/max/1440/ 1*IjhboV-Tjy7OfVvbK8bJoQ.jpeg)

Literally unplayable. (Just kidding, I think the blood gets its point across as is.)


Doors!

Also, the camera now floats to match the player character rather than being hard locked to it. I like the effect it gives. You probably can't see it in this clip though.

I also changed the world.fps, which completely screwed up all of the cooldowns I had programmed into the game so far. =\
Heres a sneak peek of Kurama one of the tailed beast you will fight as you progress through Shinobi Rising

https://puu.sh/AKnrl/2a8bc4736f.gif

Join the Discord to keep up with our development and check out more ; https://discord.gg/GAVbwrp
Created a platformer engine thing.
It has nice bouncy stuff.

http://files.byondhome.com/Kozuma3/PixelMovementK.zip

Also created a browser based RPG.
Many things are in it, but a lot is still being worked on.

http://files.byondhome.com/Kozuma3/TXTENG.zip


Just a bit of the stuff I've been doing without internet for the past eternity.
Reworked how blood is placed on the ground. I also adjusted the camera sliding a bit.

In the background, I added in a particle pooling system so that I'm not creating and deleting tons of stuff per second, and instead I just clear their variables and set them aside to be used again later. It allows for a lot more moving bits on the screen than before. I'm still not happy with how intensive the machinegun is on the game though, it's a lot of little particles. Slowing down how fast it fires feels bad to play, but maybe I can get away with burst fire? Or perhaps leave the rapid-firing to a weapon that doesn't create so many particles? I'll have to think on it.


Edit:

Thanks to D4RK354B3R (and Flick), here's how the effect looks now.



Edit 2:

Decided to check outside the station.



Not a whole lot out there yet, but there will be eventually.
In response to Bravo1
Bravo1 wrote:
[I'm making Sidescroller Deadspace Station 13.]
In response to Kumorii
Kumorii wrote:
Bravo1 wrote:
[I'm making Sidescroller Deadspace Station 13.]

Hmmm. More like Sidescroller Dead Space Borderlands?

It'll have RPG elements but it won't be a lot of players like SS13.

Dead Space is a good point though, I didn't think I was drawing from it at first but then I remembered all the Zero G stuff in DS and I was like "oh, yeah."
I IZ DA KOOL AID MAN- https://drive.google.com/file/d/ 16x-OAv45t7VKoqqi2WTOB0A3pGYT22h4/view?usp=sharing
zagros art have fun drank ma kool aid


Airlocks are working. I just need to find a way to make it look a little better (it's own doors rather than just big versions of the standard door, gas ejecting to show pressurization, etc). I also need to fiddle with the timing on it. Without any animations beyond the doors it takes way too long, I think.
You should make the doors interact with the lighting, to make them feel like they have depth and make them stand out from the backdrop walls.

For the airlocks, add some pressurization/depressurization effects, like sounds + particles.
In response to Bravo1
Damn that's starting to look lit and interesting
In response to D4RK3 54B3R
D4RK3 54B3R wrote:
You should make the doors interact with the lighting, to make them feel like they have depth and make them stand out from the backdrop walls.

For the airlocks, add some pressurization/depressurization effects, like sounds + particles.

I wish I could make the lighting interact more. Currently there's no way implemented for casting shadows or anything like that.

As for the cycling effect, I'm thinking of maybe having some cables that sit in the room and float around when gravity leaves the airlock.

Though, that would require some inverse kinematics. I think you mentioned wanting to help me out with that? I would greatly appreciate it!
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