In response to Ishuri
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Ishuri wrote:
I've always been curious how people handle the blocked areas. I understand there has to be some form of stretching of just a black area but I've just been stumped on the exact method. |
Still working on this. Redid most of the graphics and made a few GUI / logo pieces. Still need to work on the background.
Click for full size |
In response to Flick
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Flick wrote:
Still working on this. Redid most of the graphics and made a few GUI / logo pieces. Still need to work on the background. What are those green round things that look like green goo or perhaps Stargates? :) Where are you taking this one that others have not gone? What makes it stand out? |
I'm getting closer to developing a demonstration of the WebGL Support Library. Only problems right now are mainly issues with initialization (especially when a lot of scripts are trying to load all at the same time).
I might develop a workaround for that though. While I did borrow a bit from the tutorial again (which I supplied in the demo), I actually managed to make my own tweaks to experiment with some interesting concepts. If anyone is interested in taking a peek, let me know. May want to run it in Google Chrome as it has more issues running under Mozilla Firefox (being slower). Plus, it does not run under Microsoft Edge at all as well as Internet Explorer. |
In response to Kumorii
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Kumorii wrote:
day mode pls. |
In response to Ghost of ET
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If i can figure out a better way to handle darkcasting(for lack of a better word), day/night will be irrelevant. But more on that later.
I started work on bringing back the map Factory last night and i don't plan to have it nearly as dark as the existing maps. Just dark enough to give the glow from acid pools a nice look. Tonight i want to make pickup text display onscreen and try a new chat format with floating text, though. |
In response to Kumorii
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Kumorii wrote:
If i can figure out a better way to handle darkcasting(for lack of a better word), day/night will be irrelevant. But more on that later. Bigger maps with easter eggs. |
In response to Pixel Realms
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In response to Ghost of ET
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Doohl, after he decided to mess with me >;)
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A shaolin monk that unfortunately visited the wrong guild hall on that day. (But not really...)
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Upon rewatching this gif, I realized that glowsticks were set as explosive. lolderp! |
Feed:
FIX- Glowsticks are no longer explosive. FIX- Bumping into objects will end knockback loops. NEW- Bumping into enemies or other players via knockback will cause them to be knocked back as well. NEW- Being knocked back into crates will now make them break. FIX- Chained explosions now chain properly. NEW- Added clouds -- Who doesn't love clouds? NEW- Puker enemies are back! NEW- Brutes now cause a screenshake for nearby players when they walk. NEW- Taking damage now causes a screenshake. Notice the crate break when I'm blown into it? Be careful when dealing with Abstracts.. Ahh.. shooting laser shotguns.. while feeling the breeze between your knees. Hope your reflexes are good -- Feed demands it! Trade firepower for defense with the cowbell special -- feeders won't want anything to do with you! So close.. but so far.. All of the gifs above were recorded as of the latest build. Things are progressing quite well, methinks! This is definitely my proudest accomplishment gamedev-wise. My goal is to have everything tidy and mostly done by August which should definitely be enough time to get the game where I want it for release. Get hyped -- 2016 is the year of the Feeder. (; |
In response to Mickemoose
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It looks fucking fungible.
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In response to Kumorii
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Bigger maps QQ
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In response to Ghost of ET
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Ghost of ET wrote:
Bigger maps QQ Heard you the first dozen times, lol. |
One of Krampus' minions, the Snowman. Becomes playable after a human player is killed.