In response to Yut Put
Yut Put wrote:
bl4ck adam and i have very similar tastes

Yut taught me everything I know.
A few years back, Yut failed to find anyone that was on his level to work with. Instead of giving up, he set about the process of making a cloning vat out of a microwave. Unfortunately, he hit the potato setting and that's how we got Bl4ck Adam.

Bl4ck Adam is potato yut.


It's true. I'd rather spend my time lying around rather than finishing anything T_T


It doesn't look like much, but I'm working on magic system that allows players to craft their own spells.

The player has [x] amount of magic slots that they can use.
In each slot, they select a shape, element, and then add metamagic runes.

In the gif above, the spell is customized as such:
Shape: Missle
Element: Electricity
Metamagic(Bouncing Spell, Empower Spell, Maximize Spell, Widen Spell)

Bouncing causes missiles to bounce to a new target.
Widen causes missiles to deal AOE damage upon impact**
Maximize - Damage formula always selects the maximum value (1d6) always selects 6.
Empower - increases damage / spell duration by 50%

Each metamagic feat has a mana cost, which in turn would increase the spell's base mana cost as well!

(Each mob is dealt damage twice, because they take the AOE damage from widen spell, and the projectile's impact damage)

**Widen spell reduces the impact damage by 55% and uses that damage value for the AOE as well. Without the spell, the goblins would take 63 damage instead.
Hey, uh, I have some stuffs to show. I've been doing a lot of art and music stuff for a little game I've been pretty passionate about.
Here's a little tune for the opening cinematic to the game https://soundcloud.com/sinbxy/hallofwaoe
Here's some scenery from around the world


And, uh, here's some friendly folks!



Very early stages of development, but I post weekly in the BYOND Discord!
In response to Konlet
Konlet wrote:
I like him. Are you aiming make the movement similar to like, tmnt, golden axe, battletoads, double dragon?
https://streamable.com/xbbon

Some experimenting with different armor types and lights on the weapon itself.
In response to Konlet
I love your art style!
https://streamable.com/ve6ie

Careful where you aim!

Edit: So I just got finished completely reworking the system which defines where the tip of the gun is, and it now also accounts for the bouncing animation that plays when walking (since it was visual only). It took a few hours but it's pretty robust now, and should easily allow for weapons with wildly different shapes.

As well, I also did some more conversion from images over to vis_contents and it's resulting in cleaner code at least. Being able to nest vis_contents is crazy good, as it means transforms from the parent will carry over more easily. For example: with images, I have to connect the visor lights to the player and then make sure to match the lights' transform to the helmet's transform. Now, I can just slap the visor lights onto the helmet and everything's peachy. I couldn't do that before as the helmet used to be an image, and you can't stack images on top of one another (as far as I know).
In response to Bravo1
Bravo1 wrote:
https://streamable.com/ve6ie

Careful where you aim!

Edit: So I just got finished completely reworking the system which defines where the tip of the gun is, and it now also accounts for the bouncing animation that plays when walking (since it was visual only). It took a few hours but it's pretty robust now, and should easily allow for weapons with wildly different shapes.

As well, I also did some more conversion from images over to vis_contents and it's resulting in cleaner code at least. Being able to nest vis_contents is crazy good, as it means transforms from the parent will carry over more easily. For example: with images, I have to connect the visor lights to the player and then make sure to match the lights' transform to the helmet's transform. Now, I can just slap the visor lights onto the helmet and everything's peachy. I couldn't do that before as the helmet used to be an image, and you can't stack images on top of one another (as far as I know).

You'll shoot yer eye out, kid.
In response to Bl4ck Adam
Very unique concept. Much impressed.
Two types of fog of war. Blackness in areas you haven't seen at all, grey for areas you have seen but cant currently see. Those areas only allow you to see the turf itself, not objs/mobs on them. Also some autotiling hex water.
In response to Flick
Flick wrote:
Two types of fog of war. Blackness in areas you haven't seen at all, grey for areas you have seen but cant currently see. Those areas only allow you to see the turf itself, not objs/mobs on them. Also some autotiling hex water.

imagine also doing line of sight, and pixel-level fog of war, in a real time game where there are multiple units casting vision....

This is why byond cant do RTS lol
Playing with menus.
Very Nice
https://streamable.com/agyl6

Each weapon now has different appearances and light effects.

A few more weapons in planning phases at the moment.
https://youtu.be/HNEPCJzrp14

Necromancer gameplay, now with sound effects.
In response to Crazah
http://www.byond.com/developer/Kozuma3/k3S

The source is available on the hub, a simple scripting lanuage with a few features in the example .dm file.
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