So, it turns out that pif_LongInt will sometimes compute the remainder of two UnsignedDouble objects, though the cases when it happens are relatively few and I only noticed because I was doing some tests in batches of 50,000. It seems to happen more often when the numbers are somewhat close to one another (even the dividend is about a two digit multiple of the divisor), so I need to scour through my code and figure out what's going wrong.
Finally implemented some equipment.


Time to make a loot table .-.
In response to Kumorii
After the air strike, you HAVE to make a shadow of the jet pass over where the bombs hit. And add a badass soundeffect for it too :D
In response to D4RK3 54B3R
Did you get any of those changes I suggested in?
In response to Popisfizzy
Not yet. Most of them had to do with optimizing AI performance in a dungeon environment anyhow.
In response to D4RK3 54B3R
D4RK3 54B3R wrote:
After the air strike, you HAVE to make a shadow of the jet pass over where the bombs hit. And add a badass soundeffect for it too :D

Shud play this song

https://www.youtube.com/watch?v=IhnUgAaea4M
*Still waits on an awesome lighting library*
In response to Ghost of ET
Ghost of ET wrote:
D4RK3 54B3R wrote:
After the air strike, you HAVE to make a shadow of the jet pass over where the bombs hit. And add a badass soundeffect for it too :D

Shud play this song

https://www.youtube.com/watch?v=IhnUgAaea4M


WRONG: https://www.youtube.com/watch?v=ZzQ3eBerHfM
In response to Bravo1
Bravo1 wrote:
Ghost of ET wrote:
D4RK3 54B3R wrote:
After the air strike, you HAVE to make a shadow of the jet pass over where the bombs hit. And add a badass soundeffect for it too :D

Shud play this song

https://www.youtube.com/watch?v=IhnUgAaea4M


WRONG: https://www.youtube.com/watch?v=ZzQ3eBerHfM

Both wrong, this one is way better. https://www.youtube.com/watch?v=dQw4w9WgXcQ
LAAAANAAAAAAA!

Yut Put wrote:
https://dl.dropboxusercontent.com/u/8858375/ epochvFINISHED103fullversion.zip

this version fixes a few more issues and adds more music

:SPOILER ALERT:
http://puu.sh/odYPs/8972404579.ogg

Wooha this music is awsome! :D

I don't have internet when i egsist so i can focus on my project after job. Also last time i working on Battle system couse in my opinion this is very important aspect in orpg games... bla bala bal... here is video:
https://www.youtube.com/watch?v=H3ra4fCCB_8&feature=youtu.be

Note:
-This line in combo bar show us when damage was the biggest
- I cann run every proc when i pussh any buttonn - this give me perspective for cool visual combo


This is dood's theme. it's pretty cool.

http://puu.sh/odYyV/af151d93ce.ogg

This is Dood's final battle theme. it's also pretty cool

Listen to dood's main theme about 2 times, then listen to the final battle theme. We talked a lot about storytelling in sequential media and found that repetition was the most important part of capturing a cinematic moment. These two songs are an example of what we've been learning :D

In response to Marekssj3
Trying to read that made me feel like i was on drugs.
BYOND has come so far since the days of nothing but SS13 and anime rips. Now we also have beautiful-looking dream projects that will probably never be hosted on the actual BYOND platform if they're ever finished at all. Woo.
In response to Seteron14
Seteron14 wrote:
BYOND has come so far since the days of nothing but SS13 and anime rips. Now we also have beautiful-looking dream projects that will probably never be hosted on the actual BYOND platform if they're ever finished at all. Woo.

The same can be said about the community. :)
In response to Kumorii
Well, were you?
In response to GreatPirateEra
I plead the fifth, officer.


Decided the save rooms were too boring, so now they will all have some kind of likening to the area they are in.

This one is in the rainy jungle area that the same starts in, so there's a window where you can still see the vegetation and rain through.

Upgrade rooms are likely to get this treatment as well.
Yut Put wrote:
how is your map coming along bravo? do you any have levels to test in yet or just little pieces of them?

No whole levels just yet. There's plenty of inter-connected areas and you can probably go through the game and take about 30 minutes of playtime just going form room to room before you've seen all of them.

Currently there's 28 rooms, but only about 20 of those are contiguous.

The game will probably end up with about 60-70 rooms for the demo, and around 300 rooms for the final release.

Making and connecting the rooms is fairly easy, but I haven't been working on that for a while and I've been focusing mainly on adding enemies, effects, bosses, etc.

Once I finish up the third boss I'll start giving them homes.
You should make the window bigger.
In response to D4RK3 54B3R
This. And animate the rain on it, also darken the entire room and lighten up the window a bit :)
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