[Redacted]:
- Phantom enemies can now phase through barricades and obstacles.
- Pushing objects over fire will now put out the flames.
- Enemies can no longer push multiple barricades at once.
- Fixed an issue with nametags not displaying.

Edit to avoid double post:

More updates:
- Added a new enemy that shoots fireballs.
- Added a new special ability -- fireball.
- Added two new event types.
- Added a buff perk that makes you fireproof for 30 seconds.
- Various aesthetic tweaks.
In response to Kumorii
So what is this?
In response to Red Hall Dev
Red Hall Dev wrote:
So what is this?

It's [REDACTED], it's a pretty [REDACTED] [REDACTED] style game, where you [REDACTED] [REDACTED] to [REDACTED]. At first I though it was all about [REDACTED], but after [REDACTED] it just became really clear it was ENTIRELY [REDACTED]. I think the next beta is at [REDACTED], but you'll have to ask [REDACTED].
In response to Rushnut
Rushnut wrote:
Red Hall Dev wrote:
So what is this?

It's [REDACTED], it's a pretty [REDACTED] [REDACTED] style game, where you [REDACTED] [REDACTED] to [REDACTED]. At first I though it was all about [REDACTED], but after [REDACTED] it just became really clear it was ENTIRELY [REDACTED]. I think the next beta is at [REDACTED], but you'll have to ask [REDACTED].

P much.

Accidentally rendered the shaders backward at the time of recording this gif. I want to try and get this done tonight so I'm not spending too long on it.
In response to Ishuri
Ishuri wrote:

Accidentally rendered the shaders backward at the time of recording this gif. I want to try and get this done tonight so I'm not spending too long on it.

In response to Ishuri
Normal map?
In response to Bravo1
Bravo1 wrote:
Normal map?

Not technically yet, using normal maps for angular shading today tho.
Looks like you're using dissolved blending. Also normal maps wouldn't work for this at all, but perhaps that's just your misconception of what a normal map is. You're probably going to end up having a layer for every direction, reflecting the amount of light concentration the tree gets and then blending the layers together.

-Laughs manically at how easily impressed everyone is. I'm far more capable than these degenerate swine-
A quick video I recorded of where my project is currently at:
http://webmshare.com/oKOYg

Unfortunately since we don't have 3d transforms, I don't think I can afford the number of objects it would take for proper trapezoidal shadows. I already have too much shit going on per mob :[

If anyone wants to play with it:
Download link

[EDIT]: also i herd u liek dem moving lights
http://webmshare.com/DAWLx
In response to D4RK3 54B3R
You should really post more about this project, this looks awesome...
You should really post more about this project, this looks awesome...

I got the chance to play a demo of it. It controls like buttah.
Special thanks to Darke for helping me out with this. Still needs a lot of clean up, would mainly like to soften the edges.
Updated my lighting system with 510's PLANE_MASTER, now it supports multiple dynamic lights!



I don't have fancy gif software, so here's a dmb if you wanna see it live: Torchbearer_dmb_20160203.zip (170KB)

Ok this is my last one! Back to work on other stuff but I'm generally satisfied!
In response to DarkCampainger
yyyeahhh I'm gonna need to pick your brain for how you did this.


I want to do something very similar for Lux.
In response to Ishuri
Ishuri wrote:

Ok this is my last one! Back to work on other stuff but I'm generally satisfied!

This is awesome, how did you do this?!
This is awesome, how did you do this?!

Normal maps.
In response to Ter13
It's a lot to take in at once -- I'm still trying to get my head around it all but I'm starting to get the gist.
Page: 1 2 3 ... 133 134 135 136 137 ... 349 350 351