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#41 |
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Aah, fair enough, and thanks for the explanation. ^_^
The glow isn't terribly obvious to me, although that might just be the image size or my monitor, or, for that matter, my eyes. ^^; |
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#42 |
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No worries. As with any shmup, visibility and immediacy are very important. The last thing we want to do is frustrate the player...
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#43 |
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So I've been messing with the meshes (for an unrelated effect actually), and found a neat way to "explode" meshes into their constituent triangles. So now when enemies die, they "break apart". I think it looks pretty cool
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#44 |
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I would just like to say, I want to play this game. kthx.
Its looking more awesome with every screeny |
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#45 |
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Ooh, that does look very cool indeed, Aequitas - nicely done, I believe. ^_^
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#46 |
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So I've been working on making things "grow"
The first thing to get this applied is textboxes. Also ... i made them asplode instead of just disappear :) ![]() ![]()
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#47 |
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The idea of having the textboxes explode instead of just disappearing does indeed sound cool, in keeping with the style of the game, from what I've seen thus far, and looks in the last screenshot as though it does indeed work.
However, what are those odd collections of triangles that appear to be attached to the textboxes, if I may ask? |
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#48 |
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Woot. Looks sexy!
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the goggles, they do NOTHING
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#49 |
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Ok. So last night Aeq and I were having this conversation about random things when an idea popped up about slowing things down in space...
15 minutes later there was a new module in the game, a HypoInertial Field that does exactly that: Slows everything in a certain radius around the player down. It is hax. Really enjoyed adding that... And this means the game is finally starting to come together when adding new elements is that easy. |
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#50 |
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Story events have been spotted in the game Cap'n!
Gah... A wall of asteroids with stuff to kill on the other side! ![]() Hah, a gap! Prepare to die, blue hobos! - Wait, why is a portal opening? Huh?! ![]() Boom! Bad place for a por- Wait? WHAT? ![]() W... T... F?! ![]() What just happened? That's the feeling we want to leave our players with ;) These shots just looked pretty, enjoy: Slowdown is FUN! ![]() Cyberninja is indeed hax (Thanks!)
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#51 | ||||
QFE THAT looks amazing.... |
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#52 |
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That's not the final artwork. ^^ I'm still working on those. :-)
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#53 |
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#54 |
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Well, a few hundred more scripted sequences like that, and you're sorted. ;P
It's coming together very nicely indeed, and Cyber's artwork is a pleasant surprise. Strong contender is strong. ;) |
s gonna find ya, he's gonna getcha getcha getcha
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#55 |
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Yup, that's the plan... Although you actually know what's going on in that event. Kinda. It's changed a little ;) |
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#56 | ||||
Win. |
Jurrassic Space Mythology Come To Push Over Your Turtles, Turtles, Turtles.
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#57 |
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I love the starfields :D
Does this mean I have to pay your royalties to use the starfield as a background, cyberninja? Edit: This might have been asked and I missed it - is this done with XNA? |
The Flame Of Youth AND PASSION
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#58 | ||||
Yeah it is. XNA so far is proving to be a very nice API to work with. XNA is also what the game needs to be made with in order to compete in Dream.Build.Play. Now. I've been working om making the boss weapons more interesting. We're trying to make boss encounters like bullet hell from shmups, and I've got some screenshots to show off the first day of doing this: A Boss as I aggro him, he's just fired the first volley: ![]() Same boss, a couple seconds later: ![]() Some patterns are easy to dodge: ![]() Using the hypoinertial field just saved my bacon: ![]() This boss likes rocket launchers apparently, also .... the green on his weapons is them being healed:
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#59 |
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i really need to start looking into the XNA API -_-*
This game is looking REALLY good so far :D |
The Flame Of Youth AND PASSION
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#60 |
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Honestly guys! This looks really awesome!
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the goggles, they do NOTHING
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