Last for now, heading to work. I know it doesn't look much different, but I'm trying to add some color shifting to the particles as well.
In response to Flick
Flick wrote:
Last for now, heading to work. I know it doesn't look much different, but I'm trying to add some color shifting to the particles as well.

Looks Great!~
Since everyone is posting dbz style combat, here's the old combat system for SpiritAge Rebooted (Spiria)
In response to Ishuri
Bit depressing when things like this never see the light of day. :(
In response to Ishuri
Awesome! What does the current system look like?
In response to Ishuri
Now that's dope.
In response to Ishuri
That is bad ass, and so inspiring... But for the wrong project! Darn it, Ishuri, don't inspire me for projects I'm not working on right now! Lol
In response to Ishuri
That looks pretty fun! :)
Screen Shaking included for more 'impact'. There's also a quick time event (or whatever you call these sequences) for the players.


And this is nothing special, just shows "seamless" world travel.

In response to Bl4ck Adam
Beams should not have shadows as they are a light source.
In response to Bl4ck Adam
Fevablista is that you q.q
Which UI looks better?
#1

#2
METAPOD!!!!
In response to Marekssj3
First
In response to Marekssj3
#2
are you using legacy of goku turfs with pokemon
In response to Marekssj3
I'm a fan of the 2nd UI. It looks cleaner to me. Edit: Then again, I know little about UIs (So that that with a grain of salt)

Ishuri wrote:
Beams should not have shadows as they are a light source.

Right! As of now, everything spawns with a shadow by default. I just need to set flags to remove them.
In response to Super Saiyan X
It's true. If i do something, and i have got some fans/ player I start work on my own tiles ...(this tiles are onty dbz's remake by my....)
In response to Marekssj3
First one.
In my opinion first one looks to simple and like I've seen it many times over. The 2nd gives the game its own style.
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