In response to Bravo1
Bravo1 wrote:

10/10
In response to D4RK3 54B3R
The only thing that concerns me about IK is that this game is likely going to be multiplayer, and I don't know how big of an impact that will have on the server for tons of people to have that running all at once.

I'm still not sure how to handle the netcode for the game in general, and I think there's going to be a ton of strain. I may have to limit it to being 4-6 player co-op with higher limits for social hubs (similar to how Path of Exile and Destiny run things).

As for the light effect, I'm not sure how clever it is, but I did that by giving each turf an object which is on the lighting plane which matches the turf's icon. Then I changed the turf icon based on the areas around it in order to cut away at it with a gradient. It doesn't look great on some corner pieces, but if I reduce the effect a little bit it still looks good. I just need to find a way to automate the system more efficiently. Currently it uses a bunch of icon blending because I was too lazy to open up one of many auto-tile libraries and copy the format there!


@Poplava

Thanks for the offer, I'm not sure if I'd need any of that just yet but I will keep it in mind! Hopefully I do need your help because if I'm getting to that point then I'd definitely consider the project a success.

@SuperAntx

Thanks! Here's some more =P



My only regret is that I don't know how to keep lights from passing through stuff like that. It's not a huge issue though.
In response to Bravo1
Bravo1 wrote:
The only thing that concerns me about IK is that this game is likely going to be multiplayer, and I don't know how big of an impact that will have on the server for tons of people to have that running all at once.

I'm still not sure how to handle the netcode for the game in general, and I think there's going to be a ton of strain. I may have to limit it to being 4-6 player co-op with higher limits for social hubs (similar to how Path of Exile and Destiny run things).

As for the light effect, I'm not sure how clever it is, but I did that by giving each turf an object which is on the lighting plane which matches the turf's icon. Then I changed the turf icon based on the areas around it in order to cut away at it with a gradient. It doesn't look great on some corner pieces, but if I reduce the effect a little bit it still looks good. I just need to find a way to automate the system more efficiently. Currently it uses a bunch of icon blending because I was too lazy to open up one of many auto-tile libraries and copy the format there!


@Poplava

Thanks for the offer, I'm not sure if I'd need any of that just yet but I will keep it in mind! Hopefully I do need your help because if I'm getting to that point then I'd definitely consider the project a success.

@SuperAntx

Thanks! Here's some more =P



My only regret is that I don't know how to keep lights from passing through stuff like that. It's not a huge issue though.

Understood. I think the biggest help any of us ever need is whatever it takes to keep the pure grit and energy to go the distance. To me, success has less to do with overall talent and more to do with long term drive and having support mechanisms to keep you energized and focused.

Many decent Steam worthy games (made with BYOND) have come and gone because people get overwhelmed and burned out. They are trapped in their own self-defeating echo chambers and the only thing they ever hear are constant critiques the moment they stick their heads out for air.

As to your earlier comment about not having enough in the last game. Going the distance with even a mediocre game is massively significant in terms of success. Using a baseball analogy, don't try to make your first hit a walk-off grand-slam. First thing to do is just get on base and go from there.
Just finished the character creation, hope you guys like it:

https://www.youtube.com/watch?v=uD06Z1Npy4Q
In response to Bravo1
Bravo1 wrote:
My only regret is that I don't know how to keep lights from passing through stuff like that. It's not a huge issue though.

I think for this you must do 1 raycast to find the point of intersection with the wall. Then you can shorten the flashlight or mask the flashlight so that it doesn't penetrate through the wall.

There's probably a very clever way to do this with a BSP tree and /image as well.
In response to D4RK3 54B3R
D4RK3 54B3R wrote:
I think for this you must do 1 raycast to find the point of intersection with the wall. Then you can shorten the flashlight or mask the flashlight so that it doesn't penetrate through the wall.

There's probably a very clever way to do this with a BSP tree and /image as well.


Hmm, not sure it's worth the effort tbh. I kind of like it as it is.

On a side note, who turned off the gravity?

In response to Bravo1
I would highly recommend turning that single sprite into like 8 smaller sprite that pulsate and ignite all on their own.
In response to SuperAntx
SuperAntx wrote:
I would highly recommend turning that single sprite into like 8 smaller sprite that pulsate and ignite all on their own.

Definitely. It's just placeholder for now but I wanted to make something that actually looked remotely like a space monster for dramatic effect. I think having multiple parts that grow/shrink would be way more effective. I'm thinking some tentacles as well.

On a side note: Multiplayer works (yay!), and I've added character spin while in zero G, for those cases when the player wants to see/do things at a slightly different angle.



Gifv: https://i.imgur.com/ZtCyPWP.gifv

The current hurdle to tackle is managing the characters collision box when in zero G. I'm thinking of just having a circle around the torso to simplify things but I'm not 100% on that. I may use a similar collision system to my old tank game which allowed for rotating polygons.
Still playing around with this when I get the time. Did some UI work. Need levels...
In response to Flick
Flick wrote:
Still playing around with this when I get the time. Did some UI work. Need levels...

Looking good.
If anyone wants to take a shot at it. Only four levels so far, and they are pretty short. Level four is a bitch though... All three coins are possible, though I've only managed two on a successful run so far.


http://files.byondhome.com/Flick/jumpy.zip

There is some testing stuff on some other levels, but don't bother.
In response to Flick
Flick wrote:
If anyone wants to take a shot at it. Only four levels so far, and they are pretty short. Level four is a bitch though... All three coins are possible, though I've only managed two on a successful run so far.


http://files.byondhome.com/Flick/jumpy.zip

There is some testing stuff on some other levels, but don't bother.

All I get is a black screen.
In response to PopLava
PopLava wrote:
All I get is a black screen.

Well, that's odd. I just tested it without being logged into the pager, and I get a black screen. If I'm logged in, it works fine... I'll try and figure that out.


Alright, fixed a few bugs, and think I fixed the black screen issue... Maybe... Disregard the name of the files inside the zip. Doesn't seem to like me changing them.

http://files.byondhome.com/Flick/jumpy.zip
In response to Flick
Flick wrote:
Alright, fixed a few bugs, and think I fixed the black screen issue... Maybe... Disregard the name of the files inside the zip. Doesn't seem to like me changing them.

http://files.byondhome.com/Flick/jumpy.zip

Good stuff, Flick! (:
In response to Flick
Flick wrote:
Alright, fixed a few bugs, and think I fixed the black screen issue... Maybe... Disregard the name of the files inside the zip. Doesn't seem to like me changing them.

http://files.byondhome.com/Flick/jumpy.zip

Got through to the level with just the teleporters and couldn't figure it out.

Couple other text issues:
http://files.byondhome.com/PopLava/02_06_2018_15_50_00.jpg
http://files.byondhome.com/PopLava/02_06_2018_15_51_05.jpg

The levels are pretty good. Have you considered any themes yet?
In response to AspireHer0
AspireHer0 wrote:
Progress on Rise of Heroes remake by Chaokai.

https://www.dropbox.com/s/0ybl7hgzb77uxdt/ Rise%20of%20Heroes%20Unlimited%206_4_2018%203_13_08%20AM.mp4 ?dl=0

looks great. Almost gave up on the video (ive seen a lot of inventories in my time) but then you got around to showing the actual game and then I was like whoa. Nice.


I haven't added any more monsters but I went ahead and redid some stuff like the visor light. I feel like having a powerful one that lets you see most of the time should be something you unlock later down the line.

I finished up the visuals for the machine gun weapon (for the most part) and added a launcher as a secondary weapon. The flamethrower will likely be a primary weapon, while the launcher is a secondary that the player will be able to change out for other options. The ammo for the launcher will be interchangeable as well. Glow sticks, flares, grenades, etc.

I also added some simple lights and switch panels to turn them on/off. In the future there will be panels that control various different things, allowing the players to change their surroundings to fit their preferred playstyle or strategy. Some goals will be locked behind needing Zero G, others behind needing gravity, so there will always be a need to interact with it.

Below are some examples of the Zero G shenanigans. Machine Gun shells bounce off walls and float away as do the glow sticks. The player can also get through areas that are normally too small to move through (the spaces are 64x64, the player is 32x80). Though, I think in the future, spots like this will be a bit bigger so they're a bit easier to navigate. Otherwise I'll have to remove the bounce effect when bumping into walls while in Zero G (or I'll reduce it a bit).



I promise the boring pink blob wont be the only monster in the game =P
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