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Week Of Awesome IV - The Competition Thread

Started by August 08, 2016 04:00 AM
166 comments, last by slicer4ever 8 years, 1 month ago
http://www.gamedev.net/blog/2105/entry-2262108-week-of-awesome-iv-day-2/

~GTE

Today's blog post!

That little green thing is the main protagonist:

Aaw, they're kinda cute! ^_^

Tomorrow i can try on a different pc with nvidia card, unfortunately it's a bit past my bed time and their's a few things i'm trying to finish up.

Thank you--I appreciate that. ^_^

MWAHAHAHAHAHAHA!!!

My Twitter Account: @EbornIan

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http://www.gamedev.net/blog/1587/entry-2262109-woa-iv-day-2/

I've also deceided to try my hand at throwing something together, so this is my work for today :), anyway i really need to hit the sack for tomorrow. good luck to everyone whom is still toiling into the night(or maybe it's a fresh morning for some)!
Check out https://www.facebook.com/LiquidGames for some great games made by me on the Playstation Mobile market.

Finally recovered my work!

[sharedmedia=core:attachments:32880]
Stage test. The walls, items and enemy position are randomly generated.

Check some more details, and I'll be the mechanics of the player tomorrow.

Boring obligatory post ...

http://aletheiagamestudio.com/day-2-organization-and-bugs/

Why do these things make me so grumpy and tired? Oh yeah I've been looking at the computer screen since 7:15 am EST and now it is 11:30pm.

Day 2 - everyone is looking really awesome!

http://www.gamedev.net/blog/2221/entry-2262110-day-2/

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Progress not going as well as I'd hoped. Threw together a mock-up to keep myself motivated. I think I'm happy with the sprites.

Journal Post #3

WoA day2 journal: http://www.gamedev.net/blog/2080/entry-2262112-woa-day2/
Sorry I was late i fell sleep before i can publish it :D

WoA 2016 - End Of Day 2

Sorry I was late, I had to drug IYP to sleep before I could publish it.

Sorry I was late i fell sleep before i can publish it :D

Perhaps it's worth closing up a little earlier then--or refusing food and drink offered by Servant. :P

I made a short video, i found a slight hill and you can really see how the blackness shows as i move back and forth there(then i got attacked). It also makes finding walls a bit difficult, it's kindof like the light isn't exactly on you.

I think that I might have an idea as to where the problem lies: My shaders take their colour from the given vertices. However, the environment--being a quick test-room--has no vertex-colours, nor a material to specify that they should be used. It may be that some cards--my own presumably included--deal with this by providing the colour white, while other cards--yours included, I imagine--do... well, something else. This seems to be borne out by the fact that the player's arms and the enemies--which should have vertex-colours--appear to be correctly rendered.

If so, then the problem should disappear when I create some proper environments.

(Having seen it in the video that you posted, I am now somewhat tempted to go with a blue colour-scheme for the environments, rather than the white that I previously had in mind...)

MWAHAHAHAHAHAHA!!!

My Twitter Account: @EbornIan

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