Drowning, and damage halo effect.
ive decided to make a bunch of improvements, and thoroughly test everything.
ive improved the violence system, so that rather than a simple animation,
the blood is actually sent flying, and can splatter on nearby obstacles.
this also shows the punching bag (placeholder enemy) for testing common enemy events.
ive also branched this to operate other effects, such as sparks when you strike the wall,
The run time engine value adjustment system still exists, and has been branched out to adjust the underwater physics as well.
As i noted before i sent the thread lock request on the origonal thread,
I am taking things slow, and making sure this is done right this time.
Credit to supernova for the new improved Sword animation as well as the old one
He would appreciate feedback as well
a quick bugfix:
Luigi no longer sinks like a block of lead in water,
The Gravity now affects your falling speed
underwater Jump Strength is now adjustable
HOPEFULLY fixed the lag problem
NO PROMISES!You also have a chance to see the weapon level up system, though its incomplete.
feel free to fill me in on any more problems
DOWNLOAD HERE!(thanks again for helping with hosting miles)
---update---
Supernova made an aerial attack animation for the sword, which was implemented immediately.
---Another Update-----
Okay, Fixed the last bug that was spotted, and continued development on the engine,
Controls have been rewritten:
Z=Jump
X=Run
C=Attack
SPACE= Switch weapon,
Axe placeholder implimented, (for now, its just a recolored sword)
All Water has been replaced with a global Tide. In debug, HOME and END adjust the level.
Dimmed the grid so that it isnt so Eye Searing.
Audio implemented,
Credit to Vinny for the Background music.
----------yet another update---------
Debug now resets to OFF on frame start
Default Variables for the testing area implimented to load on frame start
Drowning implimented
Axe implimented
All framerate sensitive events and objects have been adjusted to meet with the 60FPS cap
Death Implimented.
Damage system implimented,
[img]http://i.imgur.com/s36tE.png[/img]
[img]http://i.imgur.com/xs2Hm.png[/img]
Drowning, and damage halo effect.
ive decided to make a bunch of improvements, and thoroughly test everything.
ive improved the violence system, so that rather than a simple animation,
the blood is actually sent flying, and can splatter on nearby obstacles.
this also shows the punching bag (placeholder enemy) for testing common enemy events.
ive also branched this to operate other effects, such as sparks when you strike the wall,
The run time engine value adjustment system still exists, and has been branched out to adjust the underwater physics as well.
As i noted before i sent the thread lock request on the origonal thread,
I am taking things slow, and making sure this is done right this time.
Credit to supernova for the new improved Sword animation as well as the old one :)
[img]http://i.imgur.com/4XaFe.gif[/img]
He would appreciate feedback as well
a quick bugfix:
Luigi no longer sinks like a block of lead in water,
The Gravity now affects your falling speed
underwater Jump Strength is now adjustable :whoops:
HOPEFULLY fixed the lag problem [u]NO PROMISES![/u]
You also have a chance to see the weapon level up system, though its incomplete.
feel free to fill me in on any more problems
[url=http://www.box.com/s/sqmo8m68mf0dbueb2p8d][size=200]DOWNLOAD HERE![/size][/url]
(thanks again for helping with hosting miles)
---update---
Supernova made an aerial attack animation for the sword, which was implemented immediately.
---Another Update-----
Okay, Fixed the last bug that was spotted, and continued development on the engine,
Controls have been rewritten:
Z=Jump
X=Run
C=Attack
SPACE= Switch weapon,
Axe placeholder implimented, (for now, its just a recolored sword)
All Water has been replaced with a global Tide. In debug, HOME and END adjust the level.
Dimmed the grid so that it isnt so Eye Searing.
Audio implemented,
Credit to Vinny for the Background music.
----------yet another update---------
Debug now resets to OFF on frame start
Default Variables for the testing area implimented to load on frame start
Drowning implimented
Axe implimented
All framerate sensitive events and objects have been adjusted to meet with the 60FPS cap
Death Implimented.
Damage system implimented,