I'm done with skills for now. I need to start designing an actual world to play in. That's always the hardest part to me T___T
In response to Bl4ck Adam
I'm a fan. Very basic, but it looks good.

The glow around the light saber should be more transparent if it's even a separate thing to begin with. The glow needs to be more fluid.

Flawless and fluid effect art. Cant wait to see some robes on the player(s).
m y s t e r y
Are those numbers representing hotkeys? O.o
In response to GreatPirateEra
GreatPirateEra wrote:
Are those numbers representing hotkeys? O.o

I wish my keyboard had keys for 10, 11, and 12.
In response to GreatPirateEra
GreatPirateEra wrote:
Are those numbers representing hotkeys? O.o

Heck no! I just didn't want to have to make multiple .gifs to show everything, lol
In response to Kumorii
That's why I made the face, genius.
In response to Kumorii
Kumorii wrote:

I've been relaxing this weekend after having a horrid Thursday/Friday dealing with bugs in the room instancing for Lux.

On a side note, I've got a designs laid out for four bosses and getting them to work shouldn't be too tough. Most of my time will likely be spent working on the art for them, rather than the code.



New room, new enemy (Spore), fixed up some mechanics. Ha to rework the grubs and how the move.

As you can see I'm having issue with the plant-things (I need to name them) and the big icon issue where stuff too far away from the client can't be seen, even though part of them is on-screen.

I also added some blood splatter to various animations, made it so that rocky turfs auto-generate their edges, the turfs here also randomly get some decals to them to boost variability, so little rocks and things like that.

I also have breakable walls/floors coded in, including animations for them. I'll have to record that and post it in another update after I tighten up the animation a bit.

A lot of small things, essentially.
In response to Bravo1
When you kill it it doesnt release a bunch of smaller spores in every direction?







Edit: I thought you were going to name it those f*ing plants O_O?
In response to Ghost of ET
No, I was considering doing that though. For the moment it releases a vibrant gas which does deal damage though.

I'm thinking, if I go with the smaller spores, they would be too small to hit, so instead you'd survive them. They'd bounce once or twice before popping on their own.

As for the plants, currently they're just labeled as "droppers" but that's super lazy. I'm thinking that each species the robot comes across will be logged and the player can look into a codex to read up on the enemies. The codex would name them based on a fakey latin name and then a colloquial name
In response to Bravo1
That sounds like it's going to be very cute to watch :3.
In response to Bravo1
Light looks kind of awkward with just lighter bubbles everywhere
In response to GreatPirateEra
GreatPirateEra wrote:
Light looks kind of awkward with just lighter bubbles everywhere

If we ourselves could place down the torches in places we need them to be and they had a time limit it would be like super cool.






(And i would probably crash the game by placing 20 million in one spot.)
In response to GreatPirateEra
GreatPirateEra wrote:
Light looks kind of awkward with just lighter bubbles everywhere

I agree. The issue is that the lighting system is likely the result of a bug in how BYOND handles NO_CLIENT_COLOR, BLEND_MULTIPLY, and alpha.

As a result, I can't actually get light to fade in/out within the icon with this, as the icon registers only one color when set up in this way, and fading to alpha within an icon doesn't actually come through in the end result. ;__;

I'm wondering if I should make a bug report for it though. the lighting could be phenomenally better if it worked properly, but I'm afraid that it shouldn't work at all normally and it'll get removed as a bug fix
In response to Bravo1
What are those things the enemies drop?
I'm wondering if I should make a bug report for it though. the lighting could be phenomenally better if it worked properly, but I'm afraid that it shouldn't work at all normally and it'll get removed as a bug fix

510's plane/master/component atoms will phenomenally improve our ability to do lighting. You probably would be safe reporting it.
In response to Ter13
Le wild ter appears.
oboi... I was collecting evidence for the bug report and, well...




Looks like I stumbled on it.

I was originally using an image like this: http://imgur.com/DNBjG4R

(White center, null color edges)

For lighting, which gave me this:




I then switched to this:



(Null center, black edges)

...and it works!...?!?


Not sure what witchcraft is at play here... I don't understand color blending very well... but this is awesome.


Requirements:

icon like what I have above. (null center, black edges)
alpha=255 (or 0 for off, anything else and the edges are visible)
color=list (0,0,0,0,rgb(255,255,255))
appearance_flags=NO_CLIENT_COLOR (you can use other flags AFAIK)
blend_mode=BLEND_MULTIPLY

Things it can do: Multiple light sources overlapping causes their power to increase, making things blinding.

Things to consider: It's possible to adjust intensity.

Alpha, and the values of the color need to be the same for intensity control.

Ex:

alpha=127, color=list(0,0,0,0,rgb(127,127,127)), will result in a light that has half intensity.

You can increase the range of the light by scaling the transform of the light.

I'm sure there's lots more you can do with this via the color matrix... I must experiment more tomorrow...

I'm excited.

Edit: another after fiddling with it a bit



Edit: Also, it looks much smoother in-game. I blame gif upload sites for the quality loss.

Another Edit: I lied. Colors need to be list(null,null,null,null,rgb(#,#,#))

Obviously, having the color set to alpha of 0 is going to make it invisible...
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