No the speed isn't going to be an issue. I'll figure something out. Just pointing out that you shouldn't see weapons and items from too far, is something i didn't think of. Thanks
Anyhow.. I am going to release the sandbox beta as soon as i find the bug that just came up. The bug shuts the application. Also i have some ideas to polish the sandbox beta a little, and i can not have those ball looking trees in the published sb.
But, here is a railway oil carriages that i just made function today:
Heavily guarded beach house behind those oil carriages..
Decided to blast the obstacle away..
Got some damage on me too ..
..and here is the aftermath. Some Dumb ass with a machine gun doesn't seem to give a fuck(top left)(NPC's only take their weapons in hand when seen threat).
edit1: there seems to bee a tile displacement in the roof too.
[Sandbox beta news]
If someone wants to actually play the sandbox beta, give me something it should include. Right now it includes Creating 4 different team mates as many as you (or your (if slow) computer) wishes. And gives all the weapons in the start. There is different types of enemies, enemy Tiger 1 tank, and Kubelwagen to drive (car physics with collisions suck, otherwise they are fine). I left out Flak cannon (usable by enemies and pl), and npc enemy attack plane.
Any info about the sandbox or the graphics is appreciated.
[sorry of my english and complexity, im very tired --> sleep]
No. But in my visions there is a mission where you have to sabotage the enemy fuel line [Blast the oil carriages from hide when they are moving] if you want an advantage in certain mission. I've planned that missions don't go like 1. 2. 3... but more like go where you want/need/ or have to go. It's all in my head still. Nothing's been decided.
Yeah, the flame looks really pro. Did you use 3 different layers of actives with transparency? That would take me days to make, and I'm not sure if I could make it that good. I'd like to see it animated.
Send me feedback on my latest game, It Never Ends.
Originally Posted by Chris Donovan Yeah, the flame looks really pro. Did you use 3 different layers of actives with transparency? That would take me days to make, and I'm not sure if I could make it that good. I'd like to see it animated.
I currently only have one layer in use. The flamer effect is done with this kind of active object that scales larger, rotates in cw or ccw, creates smoke, and has "add" effect.
Here is version with the light effect:
edit: Ah fuck.. don't mind the lightness change in the ground in between player prone and the flames. The lighter ground there is a backdrop and a test area for the trees you see there.
The player in prone is semitransparent since have not been seen.
Originally Posted by Pan-tosser Your graphics style is indeed different and cool. Have you ever thought about writing an article explaining your methods and thought process.
The look is vary pulled together and professional looking. I would defently read the article if you wrote one.
It would certainly be nice to write an article. I wish i didn't have to feed my family and use my time in work but i keep that in mind. Some of my methods you might find very weird and interesting. I.E. I can't actually draw very well(= i suck at drawing), but i think i can judge well.
Originally Posted by Chris Donovan The red brick in the second and third pictures. They look a little too round, and flat, I think. It almost looks like a strange floor pattern. It's supposed to be rubble from the wall? I get it. The round shape is too uniform for rubble. It works for explosions, but not rubble. Other than that, I have nothing else to say about the graphics. It looks good.
I think with your idea it does look better. Thanks.
..and maybe do the same to the fallen metallic roof.