Changed the 'poison' damage color from green to purple and added a little icon for the poison above the player's head.
Also, rats of the giant variety.
They dodge less than their tiny counterparts, but can both dish out and take more damage.
I'm considering putting out a tentative demo for Lux, just for you all. Kind of a pre-demo to work out any bugs or performance issues (guaranteed with my crap coding).
Would anyone be interested in trying it out? |
Yut Put wrote:
Bravo1 wrote: me 2 |
In response to Bravo1
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Same
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In response to Mickemoose
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Mickemoose wrote:
Yut Put wrote: me 3 |
In response to Ghost of ET
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Ghost of ET wrote:
Mickemoose wrote: me 4 |
In response to NetherGames
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NetherGames wrote:
Ghost of ET wrote: me 5 |
In response to Kozuma3
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Kozuma3 wrote:
NetherGames wrote: |
Okay, I've already started working on getting it set up.
It likely won't be ready by today, but I'll get as much as I can done, at least to the point where everything is streamlined so that you can get from area to area and so on. |
In response to Bl4ck Adam
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He got aggressive really fast ;).
No health bar :c? |
In response to Bl4ck Adam
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How the heck are you doing that motion blur on the minotaur? That's freaking awesome.
So is your pixel art for him. |
How the heck are you doing that motion blur on the minotaur? Looks like he's applying appearance to a series of trails set at the minotaur's location per-frame and then fading their alpha over time, destroying them upon reaching zero alpha. |
Looks like he's applying appearance to a series of trails set at the minotaur's location per-frame and then fading their alpha over time, destroying them upon reaching zero alpha. |
Spent last night working on our 'fast travel' system which is basically a quickened method for travelling through specific areas. Because we're hand drawing maps we're likely to have unique "zones" that people move to and not the traditional, seamless map that most people here are accustomed to. This was literally put together in a matter of two hours[art and all] just for us to test our design and have something tangible to play with as we continue to flesh out the system. We're aware of the 'floaty' leaps and we're currently trying to fix that. |
In response to Ter13
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Lummox JR wrote:
How the heck are you doing that motion blur on the minotaur? That's freaking awesome. The pixel art was found on opengameart. Currently trying to get it's artist for commissions *fingers crossed* Ter13 wrote: Looks like he's applying appearance to a series of trails set at the minotaur's location per-frame and then fading their alpha over time, destroying them upon reaching zero alpha. Ter's correct. It's how the 'slash' effect with the weapons are handled as well. |
Alternatively, putting the damage number in green or using a green skull-and-crossbones icon says "poison" quite well too.