In response to D4RK3 54B3R
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God dam it. I should just quit trying to make games is how I feel when I see that.
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Very nice entries going on. :D
Something I haven't quite announced on here yet, but thought I would mention I have begun work on the WebGL Support library just a couple days ago now. Not only that, but I'm also working on upgrading glMatrix to include wrapper/binding/helper/interfacing functions to make it more feasible to port code (unless you want to do it directly). Sooner or later, I'll add helpers or make it open-sourced. In fact, I know a few people so far who would make great helpers (even if it goes to open-source). Right now, I've been doing some work to get everything functional. A brand new set of editors will likely be required for 3D projects unless anyone here attempts something very similar to raycasting (or perhaps similar to Minecraft). |
In response to D4RK3 54B3R
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D4RK3 54B3R wrote:
sparklies and shit *_* I find it a little hard to believe that was actually made in DM. Good work. |
In response to IchiroKeisuke
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High framerate is good for the soul. Fancy sword animations are fancy. The sparklies make me think I got crazy old wizard eyes, though.
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I can't even see it on my mobile, I'll have to wait once I get home. But I'll also be watching quakecon when I got home. Going to see what eso future plans are.
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In response to Lummox JR
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Lummox JR wrote:
D4RK3, that was freaking awesome. What lighting system are you using? I'm using something new that I cooked up for this project a few weeks ago. It doesn't have any fancy dynamic shadow effects unfortunately. |
In response to D4RK3 54B3R
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D4RK3 54B3R wrote:
sparklies and shit Coolest thing I've seen on BYOND. Nice work. |
http://tinypic.com/r/2iaczo9/8
Not much, but here a little video of what equipping weapons will be like. Sorry for the quality of the video lol. Also the quality of my placeholder weapons that I made myself ;) I am not an artist. Everything is still in early development, probably only have about maybe a week altogether put into this project so far and am waiting on some art to be finished. So more than likely looks will change. So bare with me :) lol. |
Small update but death is being polished up with a prettier death screen. To get this down right I finally got around to making my screen fadeover handler multi-channeled so it can keep track of different fades on different layers, which is super convenient with how much it gets used. My goal for today is to get leveling finished and implemented for players and NPCs(so npcs that are successful in combat level up and get stronger). |
In response to Kumorii
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My rival skirmish is at it again haha.
Keep up the good work your game looks amazing |
And my game isn't an anime game. I just know byonds audience so I'm including abilities similair to ones I like, not all abilities are from one though. My story/world is original.
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I do have to admit that yutty claimed rival position awhile ago. He's obviously the Gary Oak to my Ash, but at least i try. (:
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In response to Kumorii
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From playing yuts games I know their top quality. Interface, art work, programming all are great. Only that one game was too hard and needed a bit more something, I don't know what that something was but I needed it. Though it's diffuculty did make it challenging and interesting it just was missing something to get you into that difficulty. But neither less looked professional.
You on the other hand have very great quality as well. The skirmish look polished, fun, great art style. Combat, AI and design are there and good from what I've seen. While me what's preventing me, my biggest prevention from making it look as proffessional as you two is my art work. Mainly at least I've learned a lot through with this game and still can improve upon a lot of areas. |
http://puu.sh/jaVf7/df10dd491c.webm