In response to Avidanimefan
The word "webclient" is not an acronym :P

But yes, it's entirely written in HTML/Javascript.
In response to Alienx26
Sorry, i just saw this. I record gifs using this program. It's the only reliable gif making software I've had the pleasure to use.
In response to Kumorii
Probably going replace GifCam with this. Nioce.
In response to Doohl
Ah.
Couple of the first languages I ever really messed around with. That's great.
12 lines of code using my robust lego-like interface building system c:

In response to Kozuma3
nice game and what game is that
In response to Alienx26
Alienx26 wrote:
nice game and what game is that

Eureka, the title is in the image.
In response to Lavenblade
thanks
Not much to show off yet, but as I think I mentioned before I'm working on a little something in my free time to get back into the habit of working with DM and game design. Here is the first thing I've made to show from it.



If it looks familiar to you, it's probably reminding you of Feed. The name of the game is Hunger, and it is no secret that Kumori and his game Feed inspired this project. We've joked about it for a long time, and now I'm making it a real thing. All art is x2 it's original size. I'm also testing out the Dawnbringer 32 color palette, which I think Ter13 mentioned somewhere recently.

I've got a pretty basic object pooling type system in, and that art so far. I'm fixing to start working on enemy spawning and AI, as well as a lobby and wave system. It won't be a duplicate of, or parody of Feed, but the two do have a lot of basic similarities including the simplistic art style used.
Did somebody ask for a 10mb gif?!


Experimenting with more dynamic ai. First test dummy was this monstrosity. It'll likely end up being a miniboss of some sort and I need to slow it down a bit but yeah. It was an experiment with stuff day. (:
In response to Kumorii
can this game run online well? it looks like there is so many effects and background stuff such as clouds moving.
In response to DanteVFenris
It's being developed for multiplayer, but solo play is still supported and it actually runs even smoother online than it does locally because of how animate() effects are mostly client sided iirc. Pretty much all the effects you see are done with animate().
In response to Kumorii
really animate is client side? i gotta learn how to make it as smooth as possible for online stuff
In response to DanteVFenris
Just visual transitions for certain variables and such are rendered client side. There's still communication with the server but not as much as you would get via alternate methods.

I'm sure someone else could explain more in depth than me.
An update regarding Skirmish -

I've taken apart the way attacks work by opting to use skills more akin to MOBA's like Diablo as a centerpiece for combat than weapons. Weapons are still usable and equippable alongside skills, it's just combat won't be solely through the weapons you've equipped.

With this reform, I've gone ahead and gotten mana implemented. Most skills will be require mana to use and will range from localized earthquakes to fireblasts, to short distance teleportation. The new system is MUCH, MUCH more open-ended and allows for much more freedom for combat. I hope this will encourage more community input on the skills they'd like to see! And again, WEAPONS ARE STILL IN!

Have a gif of the skill I'm experimenting with. still some polish to do.
Looking good! I love the action RPG genre. I cannot wait to play.
Kumorii, any chance of putting Skirmish on steam? I feel like it's one of those games a lot of people would enjoy playing.
In response to Kumorii
oh ok
In response to Lavenblade
yeah you should and I'm planning to put Shoot! on steam
In response to Lavenblade
It's been a goal in the back of my head to aim for Steam but I plan on working with Skirmish for the next year or two at least. There's so much i want to do and have to learn to do and that's before i start having to dish out for art.

It's a nice thought, but i have bigger things to think about first. (:
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