"Unc1354m" said: Woah.. great , But i just cant imagine how you tweaked Notriums engine into a 2D mod, amazing Tweaked is actually a really good word for how the mod works. I'm sure the experienced modders on the forum would have figured it out on their own, but now they're have some kind of template to work off and improve on even. Right now what is there is pretty base stuff. When I'm done with the demo I might try and slap together a template version of the mod so other people can create their own versions, but for now that's a ways off and it would require me going through and annotating everything.
In other news while I would to post a newer version soon I am going to have to wait till a more stable pre-release is put out for version 1.34. In the least I need the walking animation glitch resolved. So in the mean time I'll try and post any signifigant progress I've made and the next version should be a good bit better looking in the least from the last.
Here's a list of the couple things I've managed recently and should appear in the next version unless something goes heinously wrong.
[list][*]Used the new collision nulling specialty to allow the player to overlap an enemy and therefor get closer, much closer, before being shoved away. This should help relieve any annoyances that are a result of the collision. Example of an annoyance would be getting slightly too close as you go to punch and being shoved away and missing because of it.[/*:m] [*]Added in unique rain and the beginning of lighting for all of the areas, may be tweaked in even later versions. These aren't the run of mill particles and they each add an extra bit of ambiance to the section they belong to. One of the rain systems in particular is actually an easter egg [/*:m] [*]I've been working out how the boss will be set up and even what it will be. I'm pretty much done with the majority of the planning so it's highly likely that you'll see some incarnation of the boss at the end of Hard difficulty in the upcoming version.[/*:m][/list:u]
I appreciate the feedback I've been getting. Now that the mod is actually out there I'll be alot more willing to divulge things since I didn't want to say one thing and than end up eating my words, though I'll probably do that anyways, because they're tasty So if anything has been really nagging you about something I did in the mod, something you can't figure out, form it into a ledgible question and I'll try and be as vague, err descriptive as I can be, seriously
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