Sep 14 2016, 12:47 am
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Experimental top-down shooter type thing I cobbled together just now. GIF looks a bit glitchier than the real thing.
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In response to Seteron14
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I remember when I first did that back when we didn't have transform. Had to use cached icon.Turn() rotations and represent every visible object with a HUD object, calculating the rotated position and angle to each one. And, of course, I had to make my own pixel movement. I don't think we even had the ability to get key-pressed and key-released events at the time, either, so the controls were janky.
Nowadays it's just a matter of rotating a plane master's transform and you're done. |
In response to Kaiochao
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Heck, when I first made Incursion, icon operations had to be done by basic arithmetic operators; coloring an icon required subtracting solid colors from three copies, multiplying by intensity, and adding the copies together. There were no pixel offsets, so my subtiles and all objects in them had to be done by giving each icon four versions that were chosen by the direction of the object.
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In response to Taitz
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Taitz wrote:
I do not understand what you mean good sir, drugs? What drugs? oh you know ;) |
In response to Ter13
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Ter, just an FYI, you'll be hearing from my lawyer for making a cute baboo man.
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WIP shot of the current Europa Station (SS13 fork) lighting engine. Performance still isn't great, but it's playable.
This is turf-based, so it wouldn't do too well with pixel movement. |
I've been lacking a bit lately mainly due to being in between jobs and hitting creative blocks, among other things. The show goes on though, and so here are a couple things I've gotten done for this version:
Sword combat (note that the sword in this preview is not normally wielded with one hand): Explosions: Knockout effects and death: Other things not explained in GIF-form:
There is a nice handful of content that I have yet to implement. We're preparing for a public alpha release tentatively set in the near future, so we'll be moving content updates to a website/forum of our own. I may (or may not) look to some of you to do some private playtesting before then, though, to get few "professional" opinions to help better shape the initial product -- we'll see how things progress though. |
Got some NPCs populating one of the first taverns in the game, and one of them will reward you with this funky mask for completing his quest.
Also added some more screen object tabs. From left to right: - Rest (lay down and heal some health if injured, may re-work this entirely.) - Attack (Attack enemies, and infected players. Remember, infected players have their PvP flags enabled and can be attacked by anyone, anywhere.) - Infection Check (Check your infection levels. Straight-forward.) - Speech (Talk to other players in the world.) - Music Player (Turn music on/off, pick songs, etc) - Chest (Inventory) - Head Equipment (Where the various masks you equip will show up. Not fully implemented as of yet.) - Hand Equipment (Where your hand based equipment will go such as weapons, and sources of light.) |
In response to EmpirezTeam
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The former but airplanes are cool too.
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Just have finished my auto overlay creator !
Gif quality is not so good, but the program will save me much work time. |
Always learning !
I liked the sprite, it reminds me a little of Ragnarök sprites(pose and color palette), very good bro keep it up ! |