new smoothly animated shockwave effects, realized in gm:s2 using a template model and a shader
really satisfied with what they do to the game’s feel
new smoothly animated shockwave effects, realized in gm:s2 using a template model and a shader
really satisfied with what they do to the game’s feel
enter the diceman!!
roll the die, get different attacks!! if your timing is just right, you might be able to pick the patterns you want
diceman is an example of a boss made out of multiple models moving in 3d space. custom animation system had to be used, since gm:s2 doesn’t do 3d animation out of the box
movement physics curiosity
player character moves slower than the treadmill when they’re ducking and moves faster when they’re in the air
when they get pushed off the treadmill while player is holding forward, they’ll fly back into the corner of the conveyor belt when they’re in the air
because the character is still high up enough while it’s happening, the collision check will snap them back to the floor they just fell off from, creating a cycle if the player continues to hold down+forward
this quirk has been already taken care of and an exception has been added, the character will just fall if they were driven off the belt while crawling forward
Anonymous asked:
actual 3d graphics are used, everything important to the gameplay itself is confined to a single plane so the action is 2d
happy holidays and happy new year
this christmas tree thing was supposed to be simpler at first, but while i was making it, i thought i might throw some interactivity into it
after long time of wrangling some issues with engine upgrade (gm:s2 over gm:s1) and some other stuff the game will hopefully be back on track soon
minor bug featuring acceleration slipping out of control
glitched model in incorrect format
some sprite visibility issues
apparently gm:s2 introduces a new behavior of nearly all sprite drawing functions to prevent drawing unnecessary sprites that wouldn’t be visible
it has unfortunate side effects where certain sprites in certain positions will disappear if you tinker with matrices and the camera in a way the engine doesn’t like
texture bug that occurred during the change from d3d models to vertex buffers in gm:s
due to a multiplication being used instead of a division in model generation for uvs, stage models had this dotty visage
if you came up close to the wall and squinted your eyes, you’d see the entire stage texture atlas looped dozens, hundreds, thousands of times
a little like some sort of microcosm