Some of the weapons:




...yes that's a master sword and a keyblade...
After downloading paint.net, I made this:


Then, I went on to make this:

(It's currently being hosted; click the gif to join)
In response to Kaiochao
Kaiochao wrote:

2015 Game of the Year

Where's Ter when you need him?
In response to Kats
HorseRP confirmed.
Where's Ter when you need him?

I'm afraid that I've been given a community injunction to stay at least 500 feet from horse-related threads.
It's tough to resist horses that can change their color at will, and also speak.
In response to Kaiochao
Be careful there or CowRP might have an episode.
Who is know, where am i? :D


Not made in BYOND, but it's something worth sharing. I'm starting to get a hang of how entire projects are structured, and this logo sits as a reference of the main object (microrpg).

I'm starting to understand that RAM isn't really a huge issue as long as you know what sort of data you're keeping track of.
I'm starting to understand that RAM isn't really a huge issue as long as you know what sort of data you're keeping track of.

In game development, you really shouldn't worry about RAM in many cases. Worry about CPU 100% of the time, and you'll be okay.
I'm relieved, honestly. I used to worry about conserving RAM as much as possible. CPU is definitely a much higher priority. I'll start offloading certain things if the RAM consumption gets too high, but I really don't think I need to worry about it because most of that is handled by how detailed and complex your main object structure is anyway (need more than one map? How big can that map be? etc.)

I think a lot about whether or not I need to manage loading and unloading certain media assets rather than just loading every single thing at once. My tilesets are a specific size (200x1000 pixels each) to act as a conceptual restriction and as a concrete block of size. If I need more space I'll make another tileset.

This past year or so has been a lot about learning for me, and I'm excited that I might fully understand enough to make something now.
In response to Marekssj3
Marekssj3 wrote:
Who is know, where am i? :D


Second haystack from the left. Gg
I've been frankenmodifying the crap out of Kat's particle library. Rather than using this directly, I'm using it to generate icons that I can than use without the cpu hit I seem to be getting when using animate...





Haven't really prettied up the particles yet, but the basics are there. The animations are not nearly as good as using animate, but I'm hoping I can make them look a little better.
This is actually really cool. I didn't notice what it was doing at first and then I saw the final product looping afterwards. After reading you were using it to generate icons, I thought that was pretty badass.
In response to Mr_Goober
Yeah. For example, here is the .dmi file for this:

I'm still setting canvas size manually at the moment (and as you can see, this animation flows off the top of the canvas), and I really need to set up a few really nice particles, but it's getting there.
So lately I've been playing with lightning. Literally. I grabbed Kumorii's nice little rain library, added a few of my own tweaks including lightning, and well here it is!



I'm still tweaking and perfecting it a little, but I think it's a pretty nice little storm system for Hunger. It's worth noting this will have low ambient-like volume sound effects in game, and well lets just lightning will have an interesting effect on some of the enemies in-game!
In response to Toddab503
Toddab503 wrote:
So lately I've been playing with lightning. Literally. I grabbed Kumorii's nice little rain library, added a few of my own tweaks including lightning, and well here it is!



I'm still tweaking and perfecting it a little, but I think it's a pretty nice little storm system for Hunger. It's worth noting this will have low ambient-like volume sound effects in game, and well lets just lightning will have an interesting effect on some of the enemies in-game!

Rain doesn't fall straight down... as a person that just went through a week of rain in seattle i can confirm.
In response to Flick
Flick wrote:
Yeah. For example, here is the .dmi file for this:

I'm still setting canvas size manually at the moment (and as you can see, this animation flows off the top of the canvas), and I really need to set up a few really nice particles, but it's getting there.

Wow, Flick! That's awesome. I've always wanted to try a particle capture functionality to the library but never really knew where to start with it.

I can think of a few ways to fix having to manually set the canvas, but that is a tricky part. Definitely get with me on this. If we could get DMI rendering added to the library, it would completely set a new standard for fluff in games. :D
In response to Southend_boi
Fair point. Is the following better, then?

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