The leg is drawn incorrectly anyhow. In the animal world, there is no such thing as a reversed or inverted knee like what you have drawn here. Dogs don't have them. Cats don't have them. It's a misconception.
For velociraptors or cats, what you're actually seeing is everything from the hip to the shin is in a somewhat familiar configuration to primates. The "foot" is very enlongated and only the "balls of the feet" and toes or claws ever touch the ground.
In response to D4RK3 54B3R
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D4RK3 54B3R wrote:
balls of the feet *muffled ayy* |
In response to D4RK3 54B3R
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D4RK3 54B3R wrote:
The leg is drawn incorrectly anyhow. In the animal world, there is no such thing as a reversed or inverted knee like what you have drawn here. Dogs don't have them. Cats don't have them. It's a misconception. Thanks mate. I was drawing from a fan-made reference image, so not 100% scientifically accurate. Either way, thanks for the tip. Learn something new everyday. |
If you think weird ass cat-feet are cool, just wait until you get a look at bat arms.
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LOL. Sorry guys, not sure what I was on when I wrote that xD. Was watching too many smartphone camera comparison reviews. I assure you that I am not an idiot D:
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Wall of text incoming.
Got a few things added, and I wanted to share an idea with you all. Pitfall blocks are in and are working exactly as designed. I reworked the fading in/out of the screen to use a screen object rather than relying on client.color, which is now only used for global lighting (and will likely change again with 510). Switches are in and can be fired upon to unlock gates that are in a room, I plan to expand on the types of switches in the future, but for now they're toggle-to-open. I created three rooms, one of which includes an essential, and the first upgrade the robot receives. Added regenerating vines that are basically just breakable blocks, but they also hurt you (There must be some way through them)! I also worked on a lot of little bugs that bothered me, like how the grub enemies would crawl into their death by bumping into one of those F*ing plants. Now they "nope" out and turn the other way! Now, what I wanted to talk about, and get all of your feedback on, is something I wanted to do in the game to increase replay value, or at least, give the players something to do once they defeat the story. The idea is a simulation area which includes randomly generated rooms. Each room will have some kind of puzzle or enemy based challenge that the player will have to get through. These rooms will connect to one another endlessly and occasionally a room with a boss will appear! Completing each room will grant a small bonus to the player, and completing a boss room will provide a larger bonus. Dying in these rooms will reset your progress and remove all the bonuses. The area's going to be available after completing the main game, and it will be a way for the player to build up bonuses to be used in New Game Plus. So, if you wanted to, you could gamble on your skill and head into these challenges to give yourself an edge for NG+ (which will be more difficult than the base game). At any time players can stop their progress in these challenge rooms and keep their bonuses, allowing them to either take a break or move on to NG+. When moving to NG+, the bonuses become permanent. Thoughts? Ideas? |
In response to Lummox JR
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This looks delicious.
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In response to Lummox JR
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Lummox JR wrote:
A crude test of PLANE_MASTER: |
In response to Bravo1
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Baaaahahaha!
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In response to Lummox JR
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This is awesome. When will we be able to use this?
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This is awesome. When will we be able to use this? It's THE main feature of 510. |
In response to Lummox JR
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Lummox JR wrote:
A crude test of PLANE_MASTER: Please can we see code example of how to do this! |
In response to Ter13
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Ter13 wrote:
This is awesome. When will we be able to use this? ^ |
In response to Doohl
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Doohl wrote:
no need for lube tonight |
In response to Colesprite
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Colesprite wrote:
Doohl wrote: |
I got'chu