In response to D4RK3 54B3R
Actually it is inspired by DF to some extent (only played it recently). For quite some time I have thought of giving different map layers to my procedually generated world system, so now I did.

The world can be assigned min-max height layer (currently: -16 to 16, 0 being base height, 33 layers), which is easily adjustable and modifiable for each realm, atmosphere color can also be adjusted. Rendering height is at 5, which means only 5 levels from your position downwards get rendered. Rendering is only applied to layers that are actually loaded in (aka in use).

Planning to add limits to x and y axis for movement as well, currently is infinite (limited by BYOND numeric variables). Planned warp modes when moving around the world or generating are NO_WARP, X_WARP, Y_WARP, in case of fixed sized worlds. Current world chunk size (world.maxx x world.maxy) is at 32 x 32.

NO_STEP is used in movement due to lack of requirement and better performance, it gives a better/smoother result instead of using duplicated objects on upper layers, lower layer objects are displayed as overlays instead.

Each of the layers will be output as an icon as well, therefore a map of the current existing world, layer by layer can be rendered as well.
Cloud Magic wrote:
The shadow effects are looking real nifty. Does that use a lot of overhead to have those huge cloud graphics animating constantly?

I plan on releasing a new lib soon: 2D Environmental effects. It'll include what I got in most of my projects; Wind, dust particles, light source, shadows, moving clouds (moving any direction based on wind) etc...

Vid instead of GIF:3


Just made a new Discord channel for those interested:
https://discord.gg/hXffqSY
In response to Kidpaddle45
Kidpaddle45 wrote:
Vid instead of GIF:3


Glad you at least made the camera follow better. :p
Why does his shadow stick to his feet when he's jumping? Is he Peter Pan? ;P

I also didn't see any dust particles/wind, but I can't fullscreen the video because I'm at work, so that's probably why.
Building interiors are a thing. \o/

In response to Unwanted4Murder
Unwanted4Murder wrote:

http://www.byond.com/games/Unwanted4Murder/SuperSportsBattle

Top Keek sound effects
In response to Ter13
Ter13 wrote:
Wait, card games are lame, and spinning top battles that you can't control are cool?

Son, we need to have a talk.

lol this made my day


Buildings on maps can now be entered and have fully mapped interiors! Also been experimenting with destructive environment pieces. So far they work flawlessly! Sections of fences and even walls can now be blown up to access hidden areas or even unlock new portions of the map. Will be expanding on these mechanics further!
Whats happens when you combine Naruto with Age of Empire with Reigns? A



A game of choices and simulation that you are a village and can control until 10 pixel ninjas at the same time and use a lot of jutsus on the pvp.
Whats happens when you combine Naruto with Age of Empire with Reigns?

Double the C&D double the fun?
In response to Ter13
Ter13 wrote:
Whats happens when you combine Naruto with Age of Empire with Reigns?

Double the C&D double the fun?

I said Naruto? Oops, I mean Ninja. But in the case of Age of Empire and Reigns are pure inspiration.
In response to YURIRAMOS
Don't try to be sneaky, that's totally the Leaf Village Hokage building.
In response to Albro1
Albro1 wrote:
Don't try to be sneaky, that's totally the Leaf Village Hokage building.

The actual art is mere conceptual.
In response to YURIRAMOS
YURIRAMOS wrote:
Albro1 wrote:
Don't try to be sneaky, that's totally the Leaf Village Hokage building.

The actual art is mere conceptual.

IDGAF. At least you aren't making your troops punch logs to level up.
In response to Ter13
Ter13 wrote:
YURIRAMOS wrote:
Albro1 wrote:
Don't try to be sneaky, that's totally the Leaf Village Hokage building.

The actual art is mere conceptual.

IDGAF. At least you aren't making your troops punch logs to level up.

I've been a little quiet, which I feel really guilty about after receiving the free membership a couple weeks ago. I don't really have any excuse, though I'll try to blame it on the 20 hours of overtime and the 2 month old daughter ;)

I've added the wildling track (shown top-right), which goes up when certain cards are drawn, and dictates the strength of the wildling attacks.

I've also added three Dominance tokens: you can see the Valyrian Steel Blade on the bottom right HUD. My opponents have the Raven and the Iron Throne.


I've added NPC garrisons to defend neutral lands.


And I've added ports, so that you can muster ships even when false kings raid your seas.
Hi all, haven't posted on here for a long time but I've been working on and off on various things. Last weekend I decided to make a game over the course of a couple days (which I did, but it required a further week of testing..!)

This is what I came up with:









http://www.byond.com/games/Rayjt9/ThePrisonersDilemma

(i also threw a website together for it with a bit more info at http://rayjt9.weebly.com )


The main goal is to get 100 points by chatting with other players and deciding whether or not to betray them.
If you've ever played the Zero Escape series you'll know the drill.

The code is probably kind of janky - my day job is a pixel artist for a games company so coding anything beyond the basics is a bit of a stretch for me..! Speaking of which the art in this is a little iffy - it's all pretty much placeholder stuff at the moment. Still, I'd welcome any and all feedback and criticism!

(Not sure if this is the place for it since it's technically released, but it is still very much a work in progress.)

EDIT: Also I played it a bunch over the last few hours and a lot of the time was spent searching for a second player. If anyone has any ideas or advice for either how the game could work with just one person, or how to attract more folk to play it, I'm all ears! :)
I love your pixel work, Rayjt9. Shit's simple and gorgeous.
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