hi, i'm VaTTeRGeR, currently mapping and modelling for the source-engine and MoW.
arrows work well if you add a trail or make them bigger/slower, AoE2 made the arrows slow enough so that they are visible for at least a few frames and also made then just big enough to be nicely visible without breaking immersion: Youtu.be It's a matter of tweaking it until it looks right (on all resolutions!)
Reminds me of AoE2 :)
Awesome art you have!
Will locking the aim make the cursor stay on a position, follow an entity or keep the rotation? Locking on a position seems quite reasonable but the other options could provide additional gameplay options.
Took it a few days ago...
will there also be an presentation of the results?
You could add an assembly crane like so I.imgur.com
Arches would look really nice on the tower.
The kicking function looks really promising!
Loved the flash-version! This looks very nice, good luck!
Awesome to see that it's still going forward somehow. The first Chapter was a real blast in terms of gameplay and atmosphere!
This fits well with your color-palette :)
It would be great to see a non-cutout version of this for proper judgement
Good to know, looks like a nice all-in-one-editor! (i didn't actually test my proposal, but shouldn't it work in this case, since "*.pk3" is only a renamed zip file?)
Rip and Tear that pk3 open with 7zip and change the symbol in the mentioned line would be my suggestion :D
Is damage for buildings calculated with physics in mind, or just like "projectile X does Y damage" ?
It works now :D a slider would have been more convenient to set the angle and speed but its otherwise very responsive :)
I get an "Unsupported major.minor version 52.0" error, possibly because i do not got java 8 yet. installing right now...
i like the splatter effects, but you may want to make them spread a bit more, it looks kind of unreal when the blood squirts out along a linear path!
Is your game's story/setting based on the novel 1984?
smooth gameplay, reasonably polished and crisp graphics ... i cannot imagine how much work was put into this, every bit fits into the eery atmosphere!
read the notes that are laying around, this will give you the hints you need! (counter at the entrance)
The House looks fine, but the pool-wall and the railing to the left are quite a bit to lowpoly to look good, while being in the foreground that much.
They take up a lot of space while having almost no lighting and material variation to them.
Also there is a pillow clipping through the couch.
How are you currently doing the flashlight volumetrics?
You could try adding a cloud of floating sprites in the players view frustum, which are only visible by illumination from the flashlight. The sprites should not move with the player but on their own and spawn/despawn based on visibility.
It would already help to add some grunge and dirt and cracks to the glass-texture.
Just the other way around! It was ******* epic when the servers were still full, it was my favorite multiplayer game... but it slowly died.
Well, it crashes after rendering the first ingame frame. No Error Messages and no crash log file...
zombie can haz nadez, mortar ammo and mollys :D
they are at least more memory effective and you can shove more stuff to the gpu, like lighting and sorting when moving parts are involved.
sprites aren't just "pixels", they are pixels drawn on a model (quad or 2 triangles)
good model and texture overall,
but a bit too highpoly and it's missing ambient occlusion,
cause the upper one looks like it has no connection to its pillar.
wie ist das passiert? Man erkennt nicht mal mehr das es ein auto war o.o