In response to Zecronious
You're welcome, and looking good! Now you just gotta get some clothes on that nudist! Lol
Strip Station 18+
In response to Toddab503
Toddab503 wrote:
You're welcome, and looking good! Now you just gotta get some clothes on that nudist! Lol

never understood why you guys care so much about a naked base. usually people say that's the last thing to be worried about but its always mentioned.
idk

In response to Kozuma3
What's that for?
In response to Zecronious
Zecronious wrote:

This is completely unrelated to what you posted, but the fact you can see where walls extend even when you shouldn't be able to annoys me.

Whatchu talkin' bout Willis?

I'm talkin' bout dis
Don't use opacity that way, bruh.
Today was kind of busy and I didn't get much time to work on anything, but I did manage to get some preliminary icon work on a new enemy.



"Abberant"



Not sure what I plan to do with it visually, I kind of like it current but I'm not entirely sure. The general look was inspired a bit by Metroids and Flood infection forms from Halo.

The blue insides of the bubble-looking stuff, the stuff itself, and the body are all separate pieces. They'll likely jiggle and flex as they chase you. their form of attack comes from the tendrils hanging from their underside which can harden and extend to pierce their prey.

Think of like a really scary man-o-war.
In response to Bravo1
Looks very Metroidy. Metroidal?
Metroidy
In response to Kumorii
Kumorii wrote:
Don't use opacity that way, bruh.

There's another way? Can you elaborate?
Opacity is borderline useless and hideous when used the way it's intended to be (as you're doing). The only use I've found for it is disabling the visual aspects of it and making walls that ai can't see through with it.

That's just me, though.
today I make minigames for a new update for RPI

this one, if you can't tell, is like the popular Draw Something game.


for all the minigames in upcoming RPI update, relative game screens are being manipulated, rather than personal screens (native).
In response to Kumorii
Okay, I mistook your BYOND engine C&C for C&C of the map work.
In response to Konlet
Draw my thing!!
In response to Ghost of ET
I'd rather not.
In response to Konlet
I tried this once before and I noticed that there's always the issue that if you move the mouse too fast it doesn't pick it up unless you have really high framerate set. It results in breaks in the lines and making the user have to move the mouse very slowly to draw.

A method I've considered for fixing the issue is to have each dot connect to the last one drawn via transforms. First dot gets placed, then the second, then a stretched line the same width as the dots is stretched between the two to make it look like a solid line.

Not sure how practical it is, but it may work.
In response to Bravo1
In my Tabletop Sim, dots are connected with more dots.
In response to Bravo1
A lot of placements were missing due to the fact I wasn't using MouseDrag as well. I'll also do the transformation, though, to completely resolve the problem. Thanks.
Smooth lazy eye! Woo

Page: 1 2 3 ... 77 78 79 80 81 ... 349 350 351