https://streamable.com/xbbon
Some experimenting with different armor types and lights on the weapon itself.
In response to Konlet
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I love your art style!
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https://streamable.com/ve6ie
Careful where you aim! Edit: So I just got finished completely reworking the system which defines where the tip of the gun is, and it now also accounts for the bouncing animation that plays when walking (since it was visual only). It took a few hours but it's pretty robust now, and should easily allow for weapons with wildly different shapes. As well, I also did some more conversion from images over to vis_contents and it's resulting in cleaner code at least. Being able to nest vis_contents is crazy good, as it means transforms from the parent will carry over more easily. For example: with images, I have to connect the visor lights to the player and then make sure to match the lights' transform to the helmet's transform. Now, I can just slap the visor lights onto the helmet and everything's peachy. I couldn't do that before as the helmet used to be an image, and you can't stack images on top of one another (as far as I know). |
In response to Bravo1
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Bravo1 wrote:
https://streamable.com/ve6ie You'll shoot yer eye out, kid. |
In response to Bl4ck Adam
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Very unique concept. Much impressed.
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Two types of fog of war. Blackness in areas you haven't seen at all, grey for areas you have seen but cant currently see. Those areas only allow you to see the turf itself, not objs/mobs on them. Also some autotiling hex water.
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https://streamable.com/agyl6
Each weapon now has different appearances and light effects. A few more weapons in planning phases at the moment. |
In response to Crazah
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http://www.byond.com/developer/Kozuma3/k3S
The source is available on the hub, a simple scripting lanuage with a few features in the example .dm file. |
Messing around with Topic()
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Feed 2.2.x will be hitting the hub sometime soon - we busted out the snow and lights from last year! |
With a good deal of help from Kaiochao and Theodis:
https://streamable.com/07907 Definitely not a final concept either. The art and placements will change massively. I'm definitely not putting something mean for close range next to machine gun nodes. That's more likely to show up near shotgun nodes, or arc cutter nodes. |
I like him. Are you aiming make the movement similar to like, tmnt, golden axe, battletoads, double dragon?