As it is wip, sounds will change dependant on block.
PS - Tetradecagon looks cool
As it is wip, sounds will change dependant on block.
PS - Tetradecagon looks cool
I use them for various things - searches, looping, behaviour passing and functional programming, most recently a loan pattern in the game. I also use a lot of method referencing. These are generally used in my land creation etc.
As for giving the source to the public, not had plans for that, going to see where the game gets to by end of this year.
Some pesky ufoâs have turned up, two of them, these bad guys each have their own characteristic and crew! These two have been beaming down pigs and skeletons for a while, of course too many here, but testing the fps.
Ufoâs come and go in project life, all completely random with various factors added in. 8 different types at the moment, each has itâs own FSM, one of them will even beam you up and
take you to the nearest planet while others, well, wait and see
Do you want some art for this game? I really like it. ;D
If you want art from me, just tell me what you want, and ill reply a preview.
(My OCD just cant get over the trees XD)
Indeed I do
PM me!
ummm⌠unfortunatly, jgo is being a potato, and refusing to show the anti-bot images and audio for the PM. :cranky: So any other way?
Like email? Skype? idk. ???
UFOâs, the far right one is going to be beaming down some aliens!
Trees look smart, hope William ok with me putting this image up with them in, so impressed with his work.
Have done an ambient shader to dark out the trees, ufoâs etc but it is effecting the cave system at the momentâŚ
Some new trees and better grass added and some shaders - blur one shown here soon to be a bloom. Modified how hills are generated, think it looks nicer.
New graphics by Samuel.
Hope you like.
imho I donât like the blurry tiles. Itâs hard to look at for me.
Aesthetically, the game⌠could use some improvement on that. The blur is unnecessary and a lot of mobs like the pig are so tiny. Maybe consider making the camera viewport smaller so you can see things closer.
Thanks guys,
The blurry tiles will be changed to bloom shader asap
Will look at changing the viewport so looks larger. All gfx are being updated so will start to look visually a lot nicer.
Thanks for the comments, without them I couldnât make it better.
Ok, modified the viewport, see what you think (removed blur shader from here also).
Player has been modified by Samuel, I need to add this new gfx in.
The clouds look nicer with the rest of the gameâs art style now!
Have you considered having skylight penetrate blocks more than just one? It goes from grass to pitch black immediately. You would have to implement some sort of second layer of lighting reserved for skylight so it doesnât have to recalculate it often.
Pro-tip: adding width=X to the [img]
tag like this: [img width=720]
will force the image to be that width. This way we wonât have to open the image in a new tab to fully see everything. A decent width is around 720 or less.
Thank you
Thought about the skylight, it needs something like this doing, any sources of information on how to implement one of these?
Here is a link I found but the math is too heavy for me
https://en.wikibooks.org/wiki/GLSL_Programming/Unity/Diffuse_Reflection_of_Skylight
Thanks
Hi,
Here is a link to a demo of the game, you can move around with the cursor keys, T to toggle torch on/off, left mouse to place wooden block and right mouse
button to remove block.
There are 3 ufoâs flying about which will drop bad guys, head over to the left of the island to find.
Hope it works. Please let me know the fps, many thanks.
PS - collision from great heights you may end up inside a block - this needs fixing, had a look at it but still trying work out why it does that.
I couldnât open the jar without running it through cmd prompt, but that might be a libgdx thing since Iâve experienced this too.
Placing blocks works, although I can place blocks inside of the character which should have a check to prevent that. Removing wood blocks doesnât work, but I can remove the terrain, only sometimes. The snow falling on the blocks is a nice touch, but it seems to screw up the textures by adding the grass to the side when itâs already adjacent to another block. The destroy sound gets pretty annoying after a while - it sounds like someone is taking a ball-peen hammer and hitting concrete. It also plays even if Iâm âdestroyingâ air.
The UFOs are nice - I love how they drop off little cows and pigs and some monsters. But getting to them was really really slow. The walking speed was just too slow - maybe speed it up a bit.
I know this is a demo, and Iâm not outright criticizing this game. I know you have some work to do so keep going.
Hi,
Thanks for trying it out, appreciate it.
Will make player move quicker and sort out so cannot drop a block where the player is. As for removing, not sure why this isnât working as the people
who have tried it so far it works for? The wooden block needs clicking on a good few times before it will disappear - each block type has a different amount of hits
before it disappears.
UFOâs can be placed anywhere, I guess I started them too far to the left and of course there can be many more of them.
The gfx on the snow tiles needs modifying to sort the issue out you mentioned.
Once again thanks for the suggestions and comments