https://youtu.be/Y9U_TKakzhw?t=1m13s


Closest thing to tea bagging you can get in this game.
In response to Exentriks Gaming
Exentriks Gaming wrote:
Bravo1 wrote:


I HIGHLY suggest you watch this on youtube. Embedding the video here makes it too small, but it's eye-catching so I'm using it.

Edit: I realize that youtube smoothed out the screen shake when it hits the walls or moves in. The gifs I posted before should show how it looks in-game better.

That was awesome... All that needs is some sound effects and some cool soundtrack and you're set. I like the little celebration at the end lol.

I'd totally score it. Not gonna lie.
In response to Kats
Kats wrote:

I'd totally score it. Not gonna lie.

I was actually wondering if you'd like to =P
9 more pages
In response to Bravo1
Well, don't be shy. Just shoot me a message and we can see about getting something arranged. ;P
A small gif showing off the sniper, assault rifle, and shotgun.



You can hide in things.



Inventory & Crafting System.

8 more pages
Just as a non-visual progress report:

I've managed to get room loading and unloading working, so now the game will only ever have x rooms loaded at a time, where x is the number of rooms your current room is connected to +1, for the room you're in.

This allows me to make more complex or CPU heavy stuff since the game won't have to keep track of the entire map all at once.

Not only that, but it works very well as a respawn system, if you move more than one room away from another room, the room will be unloaded, and when it's loaded again, enemies will have respawned.

The exceptions to these will obviously be things like bosses and collectibles, which are one-time only, (they'll just remove themselves after checking the player's progress).

I've reworked how water and triggers work. They were originally areas, now they're turfs. I had to modify the water physics slightly to account for that.

The player also takes damage in water now, at least until they get a plating upgrade.

Now that I know I can easily create and connect rooms, my next plan of action is to get pickups and upgrades working properly, then from there, saving and loading.

After that, the core essentials of the game should be finished and I should be able to start working on pure content: enemies, bosses, story, new areas, etc.
In response to Bravo1
Yay :D
In response to Bravo1
Fan-frikin-tastic. You're doing an awesome job, that video was really good. I am extremely eager to see more of this game.
In response to Bravo1
No pics? WHY >:(
So in an effort to curb the fps instability Skirmish sometimes encounters when showing dozens of effects, projectiles and ai at once, I'm doing a little experimentation. I'd like opinions on a possible alternative.


Cutting the player's view in half and doubling up the graphic scaling to compensate solves the problem, but presents a huge aesthetic difference. I kind of like the bigger pixels and I'd map the world to be more mindful of the limited sight to make things more exploration-based and immersive but I want Skirmite feedback first!

If you'd like me to clarify anything, I'd be glad to.
I've added Bandits and other NPCs to Paradox County to help make it feel alive.
In response to Kumorii
Definitely much better! this adds on to gameplay as well: now that your eyesight is more limited, it should make for a more interesting/challenging gameplay! plus, I personally love that we'd be getting more attention to details to compensate. Can't appreciate the little details when everything looks so small!


In response to Bravo1
Please make this game mobile friendly (:
In response to Kumorii
Since im not exactly the most uhh artistic person all i can say is i like them both :D. Sorry im no help QQ
In response to Bravo1
I really like how it alerts you, gives me a dark souls vibe- would go great with Paradox.
Quick - everybody ostracize Kozuma because of his opinions.
I tried yut i didnt understand anything about it so i kept dying and just gave up U.U.
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