Made some animations for them dying and reworked the tentacle arm.
I'm working on making a small update to an older library of mine and adding two new ones to the hub. I don't think they're gonna be particularly mindblowing, and probably won't really interest anyone, but they'll be there. Someone was struggling with some common laymen confusion about probability, so I wrote up some code for them to alleviate their problem. It is pretty general though, so it might be useful to others too.

:D DBZ Team Battle Simulator

Back to this. Fog of war and a minimap using alpha filters and render targets.

Test Files for the GUI demo above,
A lot of filters and effects are disabled as even the screenshot version brings my crappy pc to 5 fps.

It runs smooth otherwise lol.

Try it here -->

Working on dungeon/cave generation.

The first few of these are based on the 'drunken walk' algorithm. The rest are a type of cellular automata. I haven't adapted them to hex based use yet, so there are still some odd little artifacts.
How do I link a picture to the forum to show off my project?
In response to Bumblemore
Bumblemore wrote:
How do I link a picture to the forum to show off my project?

<img src="URL">
Got my hex based view worked out pretty well. Still a few issues with some of the shadow angles, but it's not bad.
Feels good to be back on Dream maker. Won't have internet back for a while though.
In response to Bumblemore
Bumblemore wrote:
Feels good to be back on Dream maker. Won't have internet back for a while though.

If you get a phone you can get a data plan, download PDANet and it will allow you to tether your phone even if they shut off the ability to tether/hotspot.

Internet Struggles are real

Showing off some updates to the "Terror" enemy. Not shown - It has a death "animation" now which sees it pop like a balloon (kind of).

This is showing off some changes I made to ambient animations. I explained more of what's going on with it in the Discord, but for here: I added a breathing camera effect which only applies when you're standing still. I may add an animation on the body for it as well but I have to play around with it. As well, the camera follows your weapon in order to make it more relevant to look in front of and behind you as there definitely will be enemies that take advantage of where you're looking.

I've also been floating some dynamic difficulty ideas with others on the Discord and I'm liking some of the ideas a lot!

Side notes for my personal life: Starting a new job beginning of February, should be fun, but it may heavily cut into my dev time. Not sure just yet. Fingers crossed.
In response to Bravo1
Bravo1 wrote:

If you made the terror enemies look like their eyes are star-colored, and you made the eye positions have a bit of random generation to them with overlays etc, you could make them camouflage next to the stars in the background and it would catch people off guard and... doesn't it make sense, for a species like that who lives in space to adapt by blending in with the stars?

I think the mini-game of guessing if something is a distant star or a nearby enemy is really cool for the theme of your game

If you want to subvert expectations, you could make this version appear first as the "easy version" since their eyes are red, and then later on in the game's story you could have a dark level filled with camouflaged ones, so that you tutorialize the idea before adding the camo

@Kozuma I'll get internet back alright, but I'm waiting till my project is ready to play first. I do way more work when I'm offline
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