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Messages - Bamboy

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16
Promotion Project / Re: A Spiritual Successor to W:A
« on: February 06, 2017, 10:16 AM »
Public release v0.1.46!
Changelog and download here: https://bamboy.itch.io/asteroidians
There is a game breaking bug in multiplayer involving 3 or more clients, so lobbies have been restricted to two players for now.

Ninja rope is in the works. Expect some kind of version in the next release build!

17
Promotion Project / Re: A Spiritual Successor to W:A
« on: January 13, 2017, 01:33 PM »
Seriously considering jelly-creatures...



Also removing the black from the background of levels has been implemented.

18
Promotion Project / Re: A Spiritual Successor to W:A
« on: January 11, 2017, 05:37 AM »
Okay interesting. Thanks WTF-8.

EDIT:
I love reading stuff about how W:A works and even more about how its mods work. There is true genius behind it all.

19
Promotion Project / Re: A Spiritual Successor to W:A
« on: January 11, 2017, 04:53 AM »
Maps for W:A are already PNG format, just with color limits. So for simplicity a checkbox to convert black to alpha would be simplest for the user, to avoid false-positives. Saving a copy in the user directory is definitely something that could be done.

I've not personally messed with doing IndiMask maps, so I'm not sure what the format is. Damage resistant terrain is something I'd like to do but probably wont happen for a while.
Also, of course other map editing features such as object pre-placement will come in time too!

20
Promotion Project / Re: A Spiritual Successor to W:A
« on: January 11, 2017, 04:37 AM »
Any color limitation? I acually hope there will be some, like 256 paletted xD
Actually imposing a color limit would be more difficult than not. While restricting colors can have a certain retro visual aesthetic, I don't see myself implementing such a system. Map creators can choose to do this themselves if they wish.

At some point I'll probably add an option to convert black pixels to transparent ones, so old user made W:A maps can still be used.

21
Promotion Project / Re: A Spiritual Successor to W:A
« on: January 11, 2017, 12:52 AM »
This is how easy it is to import any png file and use it as a level! (Though you probably want to add some transparency to your image, lol) Just added today.

22
Promotion Project / Re: A Spiritual Successor to W:A
« on: January 10, 2017, 07:15 PM »
Pretty slick!! Is there going to be a ninja rope?
Soon

23
Promotion Project / Re: A Spiritual Successor to W:A
« on: January 09, 2017, 12:43 AM »
Public release v0.1.34!
https://bamboy.itch.io/asteroidians

Edit: Mac and Linux builds!

24
Promotion Project / Re: A Spiritual Successor to W:A
« on: December 21, 2016, 07:45 PM »
BUILD AVAILABLE NOW!! https://bamboy.itch.io/asteroidians  :D

EDIT:
It seems there are varying syncing problems from person to person. For best results, restart your game after playing.

25
Promotion Project / Re: A Spiritual Successor to W:A
« on: December 21, 2016, 01:59 AM »
Alpha release version 0.1.22 available tomorrow!
Almost had it done today but not quite!

26
Promotion Project / Re: A Spiritual Successor to W:A
« on: December 19, 2016, 02:42 PM »
Fixing game breaking bugs and I will release a public build.

27
Promotion Project / Re: A Spiritual Successor to W:A
« on: December 17, 2016, 10:13 PM »
Implementing a bitmap system paid off! First successful multiplayer game. Played with 3 separate people.



EDIT: Expect a public build once I fix game-breaking and application-restart-required bugs! Hype!

28
Promotion Project / Re: A Spiritual Successor to W:A
« on: November 11, 2016, 03:18 PM »
Bitmap collision backend is taking longer than I thought, plus I was sick for the past week. Here's a neat unintended debug effect.



Also I'm trying to get a hashtag for this project going on twitter, tweet at me or something if you'd like, idk. https://twitter.com/search?q=%23Asteroidians&src=typd

29
Promotion Project / Re: A Spiritual Successor to W:A
« on: October 30, 2016, 07:38 PM »
Big breakthrough, but it comes with some pretty bad news.

Good: My networking code is solid and more or less done.
Bad: To fix multiplayer desyncs I have to replace the entire physics system. The methods I went about doing physics I thought would be safe, were in fact not, due to the way Unity handles colliders behind the scenes. This means possibly weeks of work (and some paid assets) will have to be replaced and I'll have to set up my own. This will take some time.
More Good: A few performance and custom physics issues I have been getting will be completely swapped out with my own (hopefully lots faster) bitmap collision system. Still need to do some performance testing to see if this is viable or not.

30
Promotion Project / Re: A Spiritual Successor to W:A
« on: October 29, 2016, 06:26 PM »

They're spoopy ghosts because the project died?

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