Mar 29 2016, 10:53 pm
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-Made a better slash animation. -Two-handed weapons -More Hazards Once I add a few UI buttons, I'll start working on hostile mobs. |
In response to Bl4ck Adam
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Love it :(
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In response to Ter13
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Ter13 wrote:
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Yut Put wrote:
i recently added the "essence log". every time you get an essence in epoch its story is added to your essence log. every story is a first person retelling of the events leading up to the death of the person the essence came from. a ton of diverse storytelling came from this, and it has a really dramatic effect on the game's atmosphere I want to write a story for an essence. |
Yut Put wrote:
i recently added the "essence log". every time you get an essence in epoch its story is added to your essence log. every story is a first person retelling of the events leading up to the death of the person the essence came from. a ton of diverse storytelling came from this, and it has a really dramatic effect on the game's atmosphere That sounds awesome. Very dwarfy. |
In response to Zagros5000
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Zagros5000 wrote:
sounds like someone played bloodborne Things like that have been done since the 90s at least. System Shock popularized it. |
sounds like someone played bloodborne Yutput may have a different interpretation of events, but Epoch sort of emerged while I was talking to him a lot on skype. We wound up talking a lot about Zelda: alttp and how it's probably one of the best games ever designed, metroidvania as a genre, and me yelling at him to play Dark Souls. Any resemblance between Epoch and Dark Souls is more than likely deliberate, and a consequence of interests that he and I both happened to be channeling at the time. Yut's 100% responsible for the game, and I'm not taking any credit at all beyond helping him scratch a conversational itch and being one of many sounding boards for his creative interests. |
In response to Flick
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Flick wrote:
Maximus_Alex2003 wrote: Yup. |
I'm considering releasing a library for large integer arithmetic, since I've hit a stumbling block with the arbitrary-precision arithmetic at the moment. I had planned to do this from the beginning, as by doing long integer arithmetic I can unroll the loops, which would make them much faster at the cost of significantly reducing their range. "Significantly" here is a relative term, though.
I would probably have double, triple, and quadruple precision integers, which would be 32-, 48-, and 64-bit integers respectively, in both signed and unsigned. Thus, we would have,
/* Those are quite a big range, obviously. The only reason it's small relative to the full BigInt class is because that can represent integers in the range [-216L-1, 216L-1-1] where L is the largest list allowed in DM. For example, if L was 5, then it would be in the range of [-604,462,909,807,314,587,353,088 ; 604,462,909,807,314,587,353,087]. Bigger than any of the above, but it won't be as fast, especially if you're doing a lot of calculations in a short amount of time. Nevertheless, as the L gets larger and larger, people will be using less and less of it. Fixed-width, but longer, integers thus become a good balance. |
Any ideas on where I should put the main UI buttons? I don't want to fill the screen with too much clutter in one area while leaving others too empty.
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Put them all dead center of the screen. It'll balance out your negative space and be easy for players to see. It's a win-win!
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In response to Kumorii
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Kumorii wrote:
Put them all dead center of the screen. It'll balance out your negative space and be easy for players to see. It's a win-win! Roger that! Kaio said the same thing in Discord. |
In response to Pixelcomet
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Go, go, gadget pogo stick!
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