I am so happy for you!
You have worked so hard, best of luck!!!!!!
In response to Kozuma3

I'm still here, lurking, in the shadows, watching updates come and fiddling with new mechanics.

Anyone else using filters?
Yes, it is a true game! Awesome Flame
Banking, dungeoneering and player shops have now been put in to Zenith's Call's latest build. Dungeons are fully instanced zones with variable difficulties and challenges that await you and your friends.

Now that that's out of the way. Come to Wakai Cave, our first dungeon and buy my stuff!

Hi bros, here is my improvements about Old style Naruto

https://www.facebook.com/groups/quebrandoregrasninja/

http://www.byond.com/games/Klogaum/ncfb

I send u my source if u want
In response to Bravo1
Bravo1 wrote:
https://streamable.com/2mmku

Boop.

Looking amazing as always.
Created via the client screen, planning on releasing it as a inventory/equipment system that you can "plug-in".

93 lines total

In response to Kozuma3
Kozuma3 wrote:
Created via the client screen, planning on releasing it as a inventory/equipment system that you can "plug-in".

93 lines total


Look forward to this release. I need to dive into storage systems and have been reluctant to do so.
Doing some refactoring with animations, getting some new ones added, reworking how the walk/run cycle is selected (so that crazy overlaps don't occur like they currently do).

Added a different "weapon"

https://streamable.com/3sdid

Highly suggested to watch while listening to: https://youtu.be/OzHE5q1NGa4?t=24
Sexy minimalism is sexy.

But also infinite punches...
In response to Kozuma3
Kozuma3 wrote:
:'D

https://streamable.com/c2v2p

Looks like we're working on similar concepts. Looks like you're making an idle adventure of some kind?
In response to PopLava
PopLava wrote:
Looks like we're working on similar concepts. Looks like you're making an idle adventure of some kind?

I'm taking it slow and working on the design and layout of things before getting to content so that I can continue to improve existing features.

Nothing really set in stone yet, if anything it's a shell.
https://streamable.com/j0dc8

Some updates: changed the color of lights a bit (they're closer to realistic lighting being off-white rather than pure white), fixed the back arm placement relative to the weapon. It's not perfect, as the best way to do it would be via IK (I did get that working in the game too! I'll be reprogramming an enemy to use it) but it didn't require me to completely rework the arms.

That being said, I did completely rework the arms. It's mainly why the weapons don't currently glow in the link above, but that'll be back shortly as I turned them off solely for testing. As well, I believe I'll be adding lights to the armor in other various spots, possible as a health indicator similar to Dead Space, not 100% on that though, but definitely more lights in general.

As well, I added some dynamic camera effects. The default camera scale is a bit closer in (wider than the example shows), and the camera zooms in a bit while moving and even moreso while running, tilting a bit as well. It gives a lot of life to the scene and, because I've made sure the space in the background stays as close as possible to its original size, the scene seems to get a good deal more depth to it.

Some minor changes to the visuals for a few weapons were done, and the back arm now has less flat art to it.

I didn't get a whole lot done recently due to Anthem and Path of Exile, but Anthem unfortunately has tons of issues right now and Synthesis league is pretty... meh, so I've jumped back into this a bit.

Hopefully I'll have a good deal more to show off soon.
In response to Bravo1
Bravo1 wrote:
https://streamable.com/j0dc8

Some updates:

Continues to look great. :)

Love the look and feel of that first walk you do to the right. The speed feels perfect. They feels like a solider in that moment.

I noticed that gravity appears normal so the hero falls fast but the hero can jump unnaturally high. Expecting a jump pack or jets out the boots. :)

Was curious what tile size you're using for most things like the windows.

Other thing that always comes to mind when watching your demos is how dark it is. Obviously the darkness plays into the game in a big way but I find myself worried about it for lack of a better word. I may be an exception. Wondering if the darkness can be more of a pulsating blackness vs a sold black. Another idea is to go mild on the darkness except for when the player is looking at a bright light source with darkness beyond it as you would expect. Might play into some good surprises. Anyway, just ideas. Hope they help. Again, looking great. Hope you can keep it going.
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