Pyrian on 20/7/2019 at 06:30
Yeah, definitely. Haven't had a chance to work on new enemies at all yet. ...Not a lot of people asking about it, oddly, but the "single enemy type" has felt to me like a glaring omission ever since I added special abilities to the player avatar. The holdup isn't really technical; a lot of the abilities I want to give enemies are either already in or trivial to add. But I want to upgrade the unit appearance and animation before adding new sprites.
Judith on 26/7/2019 at 14:47
A small summary of my project so far. Spent way too much time on this, mostly because I suck at editing/SV. I'm glad I'm getting getting back to modeling next week.
[video=youtube_share;1xLXOlmAeHk]https://youtu.be/1xLXOlmAeHk[/video]
Pyrian on 27/7/2019 at 03:52
(
https://imgur.com/JVvcRQr)
Inline Image:
http://i.imgur.com/JVvcRQr.gifThe delivery vans have arrived on the
Cyborg Highway, and they've brought Fog of War with them! They're tall enough that you can't see over them unless you jump onto them. This accomplishment (Fog of War is never easy) clears the way for larger trucks and buses, too.
As usual, you can try out the latest changes for free in your browser on PC and Android devices: (
https://pyrian.itch.io/cyborghighwaywip)
Pyrian on 30/7/2019 at 03:22
Thanks for the feedback. I tried making it less dark, but it looks really bad if it gets too close to the road color, and people complained when it was brighter than the road. I really wanted a gradient, too, but I couldn't get a good one without adding a ton of draw calls. I dunno, I might mess with it more in the future, this is just where it ended up after playing with it for a few hours.
Malf on 30/7/2019 at 14:45
Hey Pyrian; is it possible to simply not have the cars in the FOW cone render, while the road renders normally (maybe with a fade at the edges)? I feel that might be a little less jarring. What you're got at the moment looks like a videocard rendering error.
Pyrian on 30/7/2019 at 17:42
Hi Malf, I should be able to mask the cars/enemies out easily (masks just need a sprite as input, and I've already got that - might even be able to use the *same* sprite) and then darken rather than blacken out the road. I'll give it a try next week. I'm a bit concerned, though, because when I was playing with colors, even having the color close to the road color was a bad experience, I had trouble visually distinguishing Fog-of-War versus empty road.
henke on 1/8/2019 at 15:00
Very nice! How are you liking the new Blender version?
Just watched this very enthusiastic video about it, and it seems super-impressive.
[video=youtube;MyxWDHy4ppY]https://www.youtube.com/watch?v=MyxWDHy4ppY[/video]
I use Blender for all my Stilt Fella models, but it's pretty basic modelling and UV mapping stuff. Don't think I'll have much use for all the fancy new features. Tho being able to quickly switch to UV workspace and the UI feeling more like 3dsmax are certainly welcome additions/changes.
Nameless Voice on 1/8/2019 at 16:20
I really need to give Blender another try now. Maybe I'll actually be able to use the new UI!
Renzatic on 1/8/2019 at 18:19
Quote Posted by henke
Very nice! How are you liking the new Blender version?
It's surprisingly, ridiculously good, reminding me more of Modo and Maya than oldschool Blender. You can tell they put a lot of thought into making things easy to use and quickly discoverable, rather than cramming new features behind yet more arcane multikey shortcuts, and it makes things so much quicker and smoother.
Right now, I'd say the only thing that keeps Blender from competing with the likes of Maya is its editing performance, which can get pretty chunky when you're directly working on high poly objects. The cool thing is that the Blender Foundation is pretty well aware of this, and has already earmarked a good chunk of that $1.5 million Epic grant specifically to hiring developers to smooth things out on that front, so it probably won't be a problem for too much longer.