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Dusty
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« Reply #585 on: March 06, 2012, 11:54:52 am » |
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Okay, so I've had a fairly 'productive' hour thanks to a two hour delay. Nothing combat-wise, only some semi-aesthetic stuff that skele didn't ask for (Sorry skele, I'll do better!). I got the snowy weather re-added and changed a few things with it. It's no longer limited to just snow, it can rain as well. Hell, I could make it acid rain if skele wanted that for a map. In addition, the wind direction and speed can be changed (this is important, because grenades and other throwable can benefit from throwing into the wind). I also made river objects, which don't slow you down yet, but do make a kinda nice looking particle effect, and they push you with the current, which can be varied as well.  
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« Last Edit: March 07, 2012, 05:19:07 pm by Dusty »
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Dusty
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« Reply #586 on: March 08, 2012, 11:14:34 pm » |
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What the hell. Zombies are such hackers. They care not for your concepts of 'friction' and 'maximum run speed'
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Machidro
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« Reply #587 on: March 09, 2012, 01:27:59 am » |
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Make some attack animations for their attacks, I never got around to it. It was one of the games larger design flaws.
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SkeleDude
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« Reply #588 on: March 09, 2012, 01:31:30 am » |
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because zombie flashing was the final design for attacks and not a place holder
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Machidro
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« Reply #589 on: March 09, 2012, 01:50:08 am » |
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because zombie flashing was the final design for attacks and not a place holder
But the code for attacks is already there, and it already checks for a specific frame to see if the attack connects, it'd literally be just a job of making a sprite.
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Dusty
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« Reply #590 on: March 09, 2012, 09:18:15 am » |
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Tis, he was being sarcastic. I've already asked him to work on some more animations.
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Dusty
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« Reply #591 on: March 09, 2012, 10:49:44 am » |
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Does anyone have any objections to me using surfaces for lighing/shadows? (as in you can't see surfaces in games)
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Machidro
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« Reply #592 on: March 09, 2012, 11:34:52 pm » |
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Does anyone have any objections to me using surfaces for lighing/shadows? (as in you can't see surfaces in games)
I don't see why not, they worked fine for city of scrap, you could pretty much lift the lighting engine from one and stick it in the other, and it would work fine.
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Dusty
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« Reply #593 on: March 10, 2012, 12:12:57 am » |
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Does anyone have any objections to me using surfaces for lighing/shadows? (as in you can't see surfaces in games)
I don't see why not, they worked fine for city of scrap, you could pretty much lift the lighting engine from one and stick it in the other, and it would work fine. I was wondering because my school's computers can't handle surfaces.  Small teaser of what's to come. Always a work in progress of course.
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Machidro
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« Reply #594 on: March 10, 2012, 12:53:30 am » |
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I like the increase in weapons, but I'm not sure how I feel about the movement of the ammo hud, makes a pretty large blindspot on the bottom left corner.
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SkeleDude
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« Reply #595 on: March 10, 2012, 01:16:22 am » |
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Hardly, this is the least view invasive HUD yet, taking up less area than the old Health HUD.
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Dusty
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« Reply #596 on: March 10, 2012, 06:06:51 pm » |
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hehe. If you have an automatic weapon, you can push zombies around on ice.
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Dusty
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« Reply #597 on: March 11, 2012, 03:08:11 am » |
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I showed skele the new lights/shadows by telling him to fire a flare off in that room full of weapons from that last picture (nearly all of those weapons have sprites now!) and I got a reply that simply said "YES. That is awsome!"
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SkeleDude
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« Reply #598 on: March 11, 2012, 11:32:58 am » |
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Well it is :U
Due to my inability to code I never got to introduce a proper lighting system prior
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Dusty
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« Reply #599 on: March 11, 2012, 04:16:18 pm » |
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