Nameless Voice on 15/6/2019 at 15:43
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.
henke on 15/6/2019 at 18:13
Oh wow, ok somehow I never noticed that in the earlier version.
Pyrian on 20/6/2019 at 07:00
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.
(
https://imgur.com/BAgKwV3)
Inline Image:
http://i.imgur.com/BAgKwV3.gifTry it out in the beta: (
https://pyrian.itch.io/chb-jepr0563)
Pyrian on 26/6/2019 at 00:24
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)
Nameless Voice on 26/6/2019 at 01:18
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.
[video=youtube;DJrLQScVQ04]https://www.youtube.com/watch?v=DJrLQScVQ04[/video]
henke on 26/6/2019 at 02:10
Not bad! It already has better-looking mantling than Underworld Ascendant.
Nameless Voice on 26/6/2019 at 18:31
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.
Yakoob on 26/6/2019 at 19:46
At first I read the video thumb as "Footsteps and mating sounds" and was immediately interested xD
Looks great btw!
Nameless Voice on 27/6/2019 at 12:46
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.