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Thread: What are you making?

  1. #2476
    Member
    Registered: Feb 2001
    Location: Somewhere
    Not Every Cloud has a Silver Lining

  2. #2477
    Member
    Registered: Aug 2004
    Golden Lining...?

  3. #2478
    Member
    Registered: Aug 2004
    Pivoted my twitter from Glade Raid to a generic DBA account. Went looking to add September Games. Typing "September Games" into twitter search does not bring you up at all, lol. I had to search for Stilt Fella instead.

  4. #2479
    Member
    Registered: Jun 2004
    Thanks for the input on the name everyone I originally was going with "Pissing" exactly because it makes you raise an eyebrow (kind of like Genital Jousting), but might do some more RnD now and reconsider.

  5. #2480
    Member
    Registered: Aug 2004
    Maybe needs to be more subtle? "Silver Showers"?

    Meanwhile, in Cyborg Highway, I've added a simple power, a melee hammer you can knock back attackers with (expending a capacitor bank to activate):



    Try it out in the beta (free, plays in browser): https://pyrian.itch.io/chb-jepr0563

    Note that capacitor charges are displayed as lights on the main character as well as off in the corner.

  6. #2481
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Ehhh, I kinda think the game played better without the added complexity of variable car speeds and enemies that don't always die when you kick them.

    Also, just to make the controls more pleasant: I'd like to be able to hold down a direction button and have the character jump as soon as a car gets in range.

  7. #2482
    Member
    Registered: Jun 2004
    @Pyrian, you should post the beta in the Headliner discord, might get a few other peeps testing it out that way

    In the meantime... a big youtuber played my game and it's probably the best "summary" so far...


    Still LOLing at "oh god this is the youtube algorithm"weird anti-immune killer cells are eating your body"

  8. #2483
    Member
    Registered: Aug 2004
    Quote Originally Posted by henke View Post
    Ehhh, I kinda think the game played better without the added complexity of variable car speeds...
    It really did. In the original the cars speeds are locked into a pattern so there's always new cars driving by; there's basically no way to improve on it for playability, anything I do to make things more dynamic will potentially make things less dynamic sometimes, leaving you more or less trapped in place. I could probably tone it down, though, but it's not as easy as just adjusting a slider since the fundamentals of how they drive are completely different now (as opposed to "conveyor belts"). I'll work on it. A lot of playtesters asked for more dynamic traffic.

    In the long run, the underlying dynamic traffic support just isn't removable; as the player and enemies get more abilities, traffic will have to respond appropriately. Doesn't mean they have to be so, er, dynamic under more normal circumstances.

    Quote Originally Posted by henke View Post
    ...and enemies that don't always die when you kick them.
    That never existed, not even on paper. The core concept is using the environment to defeat your enemies. Getting kicked shares a function with voluntarily jumping, and is only slightly different (mostly in that the unit dies instead of refuses to jump if there's no valid destination).

    Quote Originally Posted by henke View Post
    Also, just to make the controls more pleasant: I'd like to be able to hold down a direction button and have the character jump as soon as a car gets in range.
    Is it weird that it never even crossed my mind to do that? I'll put it in and we'll see how it changes things.

    Quote Originally Posted by Yakoob View Post
    @Pyrian, you should post the beta in the Headliner discord, might get a few other peeps testing it out that way
    Okay, I will, thanks.

    Quote Originally Posted by Yakoob View Post
    "oh god this is the youtube algorithm"
    It really is, isn't it.

  9. #2484
    Member
    Registered: Mar 2001
    Location: Ireland
    The enemies not always dying when you kicked them was in the original version, I thought it was awesome the first time I kicked an enemy and they landed perfectly on the roof of a passing car.

  10. #2485
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Oh wow, ok somehow I never noticed that in the earlier version.

  11. #2486
    Member
    Registered: Aug 2004
    Cyborg Highway now has its first ranged ability, the shotgun! Just point and click with the mouse to fire. Short range, wide shot, knocks enemies back just like a kick. Note that like the hammer, it expends a capacitor to use; there's a capacitor readout in the crosshair. Speaking of the crosshair, there will be a different crosshair for each ranged ability, so this funny-looking one is specifically for the shotgun.



    Try it out in the beta: https://pyrian.itch.io/chb-jepr0563

  12. #2487
    First proper door set for my environment. Will update the package when TDM forums are up.


  13. #2488
    Member
    Registered: Aug 2004
    Welp, Xbox&equivalent controller support is in and uploaded. Tested in Windows 10 with Edge, Firefox, and Chrome.

    Left stick/D-pad move, right stick aim, left trigger melee, right trigger ranged, A to start/continue

    Left/Right stick buttons are also mapped to melee and ranged. I've had one report that the triggers aren't working for at least one user.

    If anybody's got a chance to test it, I'd appreciate feedback, I'm not real big on using controllers in general. Also, I'm not sure if it'll work on Linux and outright dubious of how it'll work on Mac.

    https://pyrian.itch.io/cyborghighwaywip

  14. #2489
    Member
    Registered: Mar 2001
    Location: Ireland
    I've been working on setting up footstep sounds, including different sounds for walking, running and jumping on different surfaces.

    The code is in (though the logic around the landing sounds need some more work) - now I need to hunt through freesound for good samples I can use for all my surfaces. Landing-from-jump sounds are particularly hard to find, I think I'll need to mix those myself from other sounds.


  15. #2490
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Not bad! It already has better-looking mantling than Underworld Ascendant.

  16. #2491
    Member
    Registered: Mar 2001
    Location: Ireland
    Yes, I'm quite proud of that mantling. It feels fun to just run around and climb onto things, and having movement feel good is always a good first step for any game.

  17. #2492
    Member
    Registered: Jun 2004
    At first I read the video thumb as "Footsteps and mating sounds" and was immediately interested xD

    Looks great btw!

  18. #2493
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Why so few first person games have mantling is beyond me. Even the new System Shock remake/reboot may not end up with it.

  19. #2494
    Member
    Registered: Mar 2001
    Location: Ireland
    There's this notion that platforming in first-person games doesn't work and so no one wants to include it.

    I disagree.

    Some people love to criticise older first-person games for having jumping, but I can't imagine a game like Half-Life without its platforming. That was part of what made it so great. The controls for it may have been a bit clunky, but that's a reason to improve the controls and make it more fluid, not to remove the platforming altogether.

    People like verticality in level design but don't want platforming? That doesn't add up.

    The original Quake really exemplified 3D movement and verticality, because it was something of a new concept at the time. Its levels were filled with large bodies of water, lifts, stairs, overlapping sections, and so on. Nowadays, it's rare to even see a game with swimmable water.

  20. #2495
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    The new-Doom does it pretty well.

  21. #2496
    Quote Originally Posted by Nameless Voice View Post
    People like verticality in level design but don't want platforming? That doesn't add up.
    Because all too often the platforming has been accompanied by a) hard to judge distances (due to visuals), b) small platforms and/or c) insta-death failure states. And the platforming in Half-Life was one of the major negatives of that game, especially the Xen levels.

  22. #2497
    Jumping + mantling makes the level design harder though, especially when it comes to map borders or one-way areas.

    I often have this problem in TDM. A character can jump and mantle up to X units, so I have to make higher wall. But if I want the player to jump down and not be able to climb up again, e.g. to force him to go through a certain route for a while, I have to be very careful. Jumping down just a little above that height is where you start to have falling damage, so it looks like I'm punishing player for something.

  23. #2498
    Member
    Registered: Aug 2004


    So since absolutely 100% of the one person who provided feedback on the controller support needs custom controller mapping​, it's now in! Press "M" from the opening dialog to access the controller mapping. It's a bit incomplete in that you have to click with the mouse on the box you want to change; I'll add proper navigation to it later. Saves settings between sessions.

    https://pyrian.itch.io/cyborghighwaywip

  24. #2499
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    What have I been doing these last few? Iterating, reiterating, and reiterating again many attempts at foliage, all in an attempt to make things look as good as possible.

    How far have I come?

    That's 42 polygons, yall! YET IT'S 3D AS FUCK!



    From a high poly bake, to a quick paint, to a particularly fancy X plane, to that.

  25. #2500
    Quote Originally Posted by Renzatic View Post
    What have I been doing these last few? Iterating, reiterating, and reiterating again many attempts at foliage, all in an attempt to make things look as good as possible.

    How far have I come?

    That's 42 polygons, yall! YET IT'S 3D AS FUCK!
    Impressive, but how many will you need per scene and is that within the polygon budget?

    It'd be sad to see something looking that good still be too much for its intended purposes.

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