Jul 12 2017, 9:52 am
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@yut isn't there a little too much going on in that screen?
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In response to Pixelcomet
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Pixelcomet wrote:
@yut isn't there a little too much going on in that screen? That's what I was about to say, it's really crowded. Only thing bothering me, though. The art style is pretty cool. |
It looks like a cool game though.
--- Also, the Shopkeeper in Extinction: Concrete Jungle basically just sells cosmetic skins. Some inspired from dinosaur based franchises like Dino Crisis and Jurassic Park and original skins as well. Also while in the lobby/safe room since I'm poor and can't afford a composer the save-room theme from Dino Crisis plays until I get a better paying position at my job. |
In response to Avidanimefan
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Avidanimefan wrote:
Looks pretty good, I don't know why more people don't incorporate some form of ingredient/weapon enhancing systems. I always loved playing a MMORPG that had hidden recipes that I could find and make. |
Glad to you that you are working on screen-based UIs, Avid. The end result looks good.
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Falcon lazorz wrote:
Dubious Game Studios wrote: Good way to extract some P2W scratch tho. |
In response to Ter13
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Ter13 wrote:
Falcon lazorz wrote: Only someone who's never made a cent off of their work would say that. @Falcon |
Not sure why but I really wanted to add some wind after I remade the grass a bit. If you see a sharp movement, that's the gif looping. |
In response to Bravo1
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Bravo1 wrote:
Looks pretty nice as a foreground, but when I'm staring at the grass itself, when it blurs it feels like my eyes are shifting focus in a pretty uncomfortable way...Might just be me though |
In response to Ter13
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Ter13 wrote:
@Bravo: PIXEL_SCALE I tried it out before posting and it looked janky as all hell. I can redo it with it on if you want to see a comparison though. |
In response to YURIRAMOS
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YURIRAMOS wrote:
Haha that's great! That's one pissed off monkey! |
Audio handling has gotten a complete overhaul with new music/effects, and processing. Backend support for volume control is done and the options menu will be done soon! Numerous bugs have been squashed and performance has been improved with weapon responsiveness. Another noteworthy mention is the upgrade to 60fps! Still smooth as butter! Various new atmospheric details and sound effects have been added as well! ambient darkness now has a color tint that is randomly changed every wave. We're calling this the "Atmosphere Patch" afterall.. |
In response to Gold94
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Gold94 wrote:
Recently started adding classrooms to my Academy :) slowly closing in on testing phases, after getting these classrooms added in I'm going to get started on Quest NPCs for it and get the Tutorial sequence set up and I'm pretty much good to go :) Your run states are way too stiff young blood... gotta add a gangsta lean to'em. |
Text based MUD. Some things currently implemented: * HTML in-game builder * XML-based area files * Navigation * Combat/equipment system * Social commands * C-like scripting language; compiles down to byte code and executed by in-game virtual machine. * Pseudo-random climate and weather system. Random noise, combined with sin functions, create realistic feeling weather changes. Hoping to have something playable by the end of August. http://www.byond.com/games/Gambrinus/Everheart |