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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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 Re: Art Dump
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Sat Nov 06, 2010 2:32 pm |
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FoiL
Joined: Tue Oct 30, 2007 4:02 pm Posts: 1434
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 Re: Art Dump
People should totally make more games with cute robots.
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Sat Nov 06, 2010 5:51 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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 Re: Art Dump
viewtopic.php?f=82&t=20111Jus made a topic to not clog the art dump :3
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Sat Nov 06, 2010 5:56 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Art Dump
Quick design doc for RVR. Managed to get pathfinding happening and thus some basic AI but nothing releaseable yet. Once I've got two teams competing and no lag I'll put out an alpha. Hopefully Lizard's given me some delicious pixels to turn the map into something interesting with before then 
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Sun Nov 07, 2010 11:57 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Art Dump
 I RULE! some kinks to iron out but it's a start  HPA* is all the rage for large maps.
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Mon Nov 08, 2010 11:32 pm |
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Joe
Joined: Tue Jul 21, 2009 4:36 am Posts: 347 Location: The place where asses go to be bad
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 Re: Art Dump
Wow! It's like PictureWars interactive!
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Tue Nov 09, 2010 1:10 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Art Dump
As a quick update I've almost got pathfinding working. Actually, that's incorrect. I've got pathfinding working perfectly, the actors are just morons at the moment. Something to fix tonight.
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Tue Nov 09, 2010 3:05 am |
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matty406
Joined: Tue Oct 13, 2009 4:23 pm Posts: 915 Location: Blighty
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 Re: Art Dump
I like the looks of that, please say it's moddable in some way.
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Tue Nov 09, 2010 4:51 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Art Dump
As I've said elsewhere, modding will come way way way later if at all because this is written in flash and getting it to read source files and do anything useful with them would be a ♥♥♥♥♥ and a half, considering to get an actor object to do anything useful you need to override the input functions. I could make like 3 classes that you could put sprites over and change the movement variables of, but that's barely modding. :/ The user content I'm interested in getting working is levels. Technically you can make your own levels now if you like, as it's loading them from pure text, but I'll get an editor working later on in development to make it more accessible. Update on RvR. I'll shift this out of the art dump once there's an alpha, or now if anyone feels it's clogging this thread up.
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Tue Nov 09, 2010 8:18 pm |
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matty406
Joined: Tue Oct 13, 2009 4:23 pm Posts: 915 Location: Blighty
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 Re: Art Dump
I see. But anyway, it looks good do far. I've noticed that all your games have a similar style, too.
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Tue Nov 09, 2010 8:41 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Art Dump
Artistically or game-play wise?  The current HUD in this is based on the Prelude one but it'll probably change once I've decided on menu styles and whatnot. I think it could be the font, actually.
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Tue Nov 09, 2010 9:46 pm |
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matty406
Joined: Tue Oct 13, 2009 4:23 pm Posts: 915 Location: Blighty
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 Re: Art Dump
Artistically. It's a bit like a trademark.
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Wed Nov 10, 2010 1:27 am |
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YHTFLKC
Joined: Thu Dec 27, 2007 4:08 am Posts: 590 Location: USA
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 Re: Art Dump
You should make a thread about it, Geti.
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Wed Nov 10, 2010 2:26 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Art Dump
Righto, I will tonight. I've got to get back to study now. Glad you guys like the look of it 
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Wed Nov 10, 2010 2:33 am |
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madmax
Joined: Sun Apr 22, 2007 8:01 pm Posts: 378 Location: Nomadic
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 Re: Art Dump
A stranger  Whitey from Zombie Panic: Source 
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Thu Nov 11, 2010 4:36 am |
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