I'm Chris. I'm making games and I'm writing tools for different things. Such as games ;) Also, this is my personal private account thingy. I'm only officially speaking for things related to PlayBlack. Nothing else. So you know.

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PARTY LIGHT  (Soft Shadows) sequence ed Flame-up!
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0 comments by damagefilter on May 5th, 2015

Hello there!
I'm writing again because I have a little progress. First and foremost I went ahead and turned these dynamic shadows I showed off a while ago (http://www.moddb.com/members/damagefilter/videos/dynamic-2d-volumetric-lights#imagebox) into soft shadows.
That looks something like this:
PARTY LIGHT  (Soft Shadows)

Pretty pretty. It's even better when it's moving. I'll have a video for you soon.
The cool thing is, I can have the shadow casters really low-poly now and it wouldn't matter.
That means ... MORE dynamic lights! Can never have enough dynamic lights.

A word on the visual style on the screenshots so far:
This is not the final artwork. The finished or final versions will look darker with more detailed and less like they are straight from a kids game. I'll have some of this for you soon! We're currently developing the city layout and after that it's remaking and creating new sprites.

Now, what took me most of the time the past weeks was the new sequence editor.
It is based on the behaviour tree implementation I also use for the AI and so creating a sequence structure was not the hard part. I have it all there already, including serialisation and save game compatibility.
What took me so long was all the editor code. It went down to an extend where I was wondering if it was worth all the trouble I had.
sequence ed

Turned out it was worth it indeed. You may recognise that pseudo code thing - once again I borrowed from the old RPG Makers. With this sequence editor ready, we can push out story and gameplay progress very rapidly. But of course, it's not 100% functional yet. Some event types are still missing, like Sound triggers.

Generally though, variable operations, switches, messages - all the basics - are in and working.
And that feels good. Seems like I'll make it to my tech-release deadline in a timely manner!

And that's it for today, thanks for reading!


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Post comment Comments  (0 - 10 of 28)
[TZP]LoNer1 Jan 21 2012, 4:39pm says:

Your profile picture... Zee Captain...i love it

+2 votes     reply to comment
isz2 Sep 21 2011, 1:35pm says:

Moooooooinseh Alles klar :D

+2 votes     reply to comment
cW#Ravenblood Dec 24 2010, 10:22am says:

Merry X-Mas!

"Christmas is a time of joy, A time for love and cheer, a time for making memories, to last throughout the year"

+2 votes     reply to comment
damagefilter Creator
damagefilter Jan 2 2011, 9:27am replied:

Weihnachten ist, wenn man nicht modden kann xD

+2 votes   reply to comment
isz2 Dec 1 2010, 4:16pm says:

ok :D<3

+2 votes     reply to comment
isz2 Nov 21 2010, 4:08pm says:

was :'D

+2 votes     reply to comment
damagefilter Creator
damagefilter Jan 24 2010, 10:09am says:

Tell me on Steam :)

+2 votes   reply to comment
Blindxside Jan 24 2010, 4:37pm replied:

Don't have a computer :l
But in Hammer, you can export as a .dxf file which I can import into MAX. Then I animate :D

+2 votes     reply to comment
damagefilter Creator
damagefilter Jan 25 2010, 8:38am replied:

Yeah I was planning to practise that method since if you don't have surroundings you probbly wouldn't know ow to animate certain tigns right? ;)

+2 votes   reply to comment
cW#Ravenblood Jul 8 2010, 11:30am replied:

When you dont have a pc, how you can use max? O.O

+2 votes     reply to comment
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