In response to Kumorii
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So what is this?
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In response to Red Hall Dev
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Red Hall Dev wrote:
So what is this? It's [REDACTED], it's a pretty [REDACTED] [REDACTED] style game, where you [REDACTED] [REDACTED] to [REDACTED]. At first I though it was all about [REDACTED], but after [REDACTED] it just became really clear it was ENTIRELY [REDACTED]. I think the next beta is at [REDACTED], but you'll have to ask [REDACTED]. |
In response to Rushnut
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Rushnut wrote:
Red Hall Dev wrote: P much. |
Accidentally rendered the shaders backward at the time of recording this gif. I want to try and get this done tonight so I'm not spending too long on it. |
In response to Ishuri
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Ishuri wrote:
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In response to Ishuri
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Normal map?
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In response to Bravo1
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Bravo1 wrote:
Normal map? Not technically yet, using normal maps for angular shading today tho. |
Looks like you're using dissolved blending. Also normal maps wouldn't work for this at all, but perhaps that's just your misconception of what a normal map is. You're probably going to end up having a layer for every direction, reflecting the amount of light concentration the tree gets and then blending the layers together.
-Laughs manically at how easily impressed everyone is. I'm far more capable than these degenerate swine- |
A quick video I recorded of where my project is currently at:
http://webmshare.com/oKOYg Unfortunately since we don't have 3d transforms, I don't think I can afford the number of objects it would take for proper trapezoidal shadows. I already have too much shit going on per mob :[ If anyone wants to play with it: Download link [EDIT]: also i herd u liek dem moving lights http://webmshare.com/DAWLx |
In response to D4RK3 54B3R
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You should really post more about this project, this looks awesome...
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You should really post more about this project, this looks awesome... I got the chance to play a demo of it. It controls like buttah. |
Special thanks to Darke for helping me out with this. Still needs a lot of clean up, would mainly like to soften the edges.
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Updated my lighting system with 510's PLANE_MASTER, now it supports multiple dynamic lights!
I don't have fancy gif software, so here's a dmb if you wanna see it live: Torchbearer_dmb_20160203.zip (170KB) |
Ok this is my last one! Back to work on other stuff but I'm generally satisfied! |
In response to DarkCampainger
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yyyeahhh I'm gonna need to pick your brain for how you did this.
I want to do something very similar for Lux. |
In response to Ishuri
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Ishuri wrote:
This is awesome, how did you do this?! |
In response to Ter13
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- Phantom enemies can now phase through barricades and obstacles.
- Pushing objects over fire will now put out the flames.
- Enemies can no longer push multiple barricades at once.
- Fixed an issue with nametags not displaying.
Edit to avoid double post:
More updates:
- Added a new enemy that shoots fireballs.
- Added a new special ability -- fireball.
- Added two new event types.
- Added a buff perk that makes you fireproof for 30 seconds.
- Various aesthetic tweaks.