In response to Ter13
Ter13 wrote:
Er...

It's easy to overthink what I said, especially with the topic of "spirituality" being so ambiguously (ab)used today.

I'm not going to go into much detail (since it'd likely only cause more confusion). However, an energy that moves you forward such as a passion for something falls under that category.
In response to FKI
FKI wrote:
Ter13 wrote:
Er...

It's easy to overthink what I said, especially with the topic of "spirituality" being so ambiguously (ab)used today.

I'm not going to go into much detail (since it'd likely only cause more confusion). However, an energy that moves you forward such as a passion for something falls under that category.

You smokin' some OG huh
In response to Ter13
Ter13 wrote:
FKI wrote:
and spiritual

Er...

Ter13, would you like to join me around the campfire for some voodoo woohoo? ;)
In response to DarkTemplarX96
DarkTemplarX96 wrote:
You smokin' some OG huh

I wish, but no, not today.
Earlier, I was thinking about ways to authenticate communication between a local and remote server when one doesn't have access to an asymmetric cryptosystem available and the messages don't contain sensitive data. The result was this. It is not a secure as an asymmetric cryptosystem—and its security is entirely dependent on how good the hashing algorithm is, which is why it's unfortunate that BYOND's built-in algorithm is MD5—but I feel it provides a good balance of considerations.


Working on the UI and a death screen.
I demand more blood!!!
I get what you're saying and agree, FKI. (:
In response to Akto
Definitely needs more bloodshed!
* Added battle system sound effects.

* Added ui sound effects.

* Finished treasure chest logic. They are no longer consumed when the player's inventory can't hold all of the items. None of the items are added if any of them won't fit in the player's inventory.

* Implemented searchable item logic.

* Added damage color matrix animations and screen shake.

* Added spell cast color matrix animations and sounds.

* Fixed minor battle start bug.

* Added the ability to specify different battle backgrounds per-area.

* Got in touch with the spiritual nature of the source code. My spirit animal appeared to me. It was a horse. It put a bit in my mouth and a saddle on my back and climbed on. This experience was not a positive one. Will be sticking to science in the future.

* Added onetime battle objects for the game's various bosses.

* Added questblockage objects to prevent the player from accessing certain areas until they are allowed to.

Combat system's a lot more spruced up now. Now that there are sounds effects and music the game just FEELS better.

In response to Ter13
Ter13 wrote:
* Got in touch with the spiritual nature of the source code. My spirit animal appeared to me. It was a horse. It put a bit in my mouth and a saddle on my back and climbed on. This experience was not a positive one. Will be sticking to science in the future.

Lmfao that was good

I'm looking forward to this tutorial. I like how you set up the visuals on that combat system despite me hating turn based stuff
Happy belated Easter, Feeders!

Feed:
- More gore! Blowing up enemies will now throw around some guts! Limbs and decapitated heads to come..
- Added a new legendary weapon; Portal Gun -- Nonlethal primary weapon that creates a maximum of two portals where fired. Portals will automatically clear every wave.
- Pooled airstrike missiles would lose their icon_state when recycled.
- Shotguns now have their own sound effect.
- Explosions will now break crates.
- Maps now have spawn limits for enemies based on their size.
- Smoke is less opaque now.

I'm taking some time to cleanup and make some changes to the gunplay. I've decided to re-enable run+gun as opposed to the current forced-idle fire. This should make the gunplay and gameplay in general much more fluid and responsive(not that this was a problem). To balance out this newfound lethal mobility, weapons will now have clip sizes and require reloads. Ammo will still be unlimited.

I'll report back with the fruit of my intentions soon!
Almost 0.1% the size of Epic: Legend's.
Yeah, that's a lot of data for any engine all at once. Tis why large games don't have their entire map loaded at all times.
* Wyvern wings implemented.

* Return spell implemented.



* Repel spell implemented.

* Fairy water implemented.

* Torch implemented. Entirely new lighting system implemented to cover up BYOND's disorienting default solution.

* Fixed a bug where players could inadvertently trigger NPCs to teleport into walls. This kills the NPC.

* Radiant spell implemented.

* Outside spell implemented.



...Something broke the warpwings. Will have to figure out what that is once I've had some sleep.
In response to Ter13
Ter13 wrote:
This kills the NPC.

Your 4chan memes are on-point. +1 respect.


- new base sprite (Thanks revangale!)
- barrels (and crates) can now contain stuff
- possible to go from unarmed to geared up without external commands :D
Agreed @Yut put. That method has been working for me for some time now.




@Black Adam: I'm diggin' it. (Edit: The new base isn't bad. I think I favor the previous one however. Something about it seemed to fit more.)

@Kumorii: Your consistency is inspiration, keep up the good work. That portal gun sounds interesting too. It's given me some ideas of my own for my [future] zombie monster game.
People have been innovative, and polishing. 2017 will look amazing at this rate.

Just need a better site theme. ;)
I'm sure people are just missing the eyes on this new base. My only problem is the player controlled character seems to be a little too jumpy. Needs its fix. Pun intended.
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