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x2495iiii
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Default 03-05-2011, 11:12 PM

Flamethrower!

Also, bullet collision. Very hard to do, but working well with my arbiter-based collision system (Dameria knows what I'm talking about).

Collision detection for the squares has been amped, since it wasn't pushing back hard enough before.

Added new textures for the cursor-following laser: 6 new colors besides green. Not yet accessible to the general public, however.

I'm going to sleep now.
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Last edited by x2495iiii; 03-06-2011 at 01:55 AM.
   
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arty-fishL
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Default 03-06-2011, 11:51 AM

That's a great weapon, but not my favourite, I like the exploding one the best.
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Default 03-06-2011, 03:08 PM

Having fun messing with my flamethrower?

I'm just happy to have made it look better than the old Glowtorch did.
   
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Thumbs up 03-06-2011, 04:58 PM

Quote:
Originally Posted by x2495iiii View Post
Having fun messing with my flamethrower?

I'm just happy to have made it look better than the old Glowtorch did.
Lol, yes.

I dont remember the glowtorch, but the flamethrower is good.

I just realised the squares flash red when fired at by most of the weapons, so that means there is already good potential for adding enemies, but that aside its always best to perfect what you've got in a game like this before adding enemies.


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Default 03-06-2011, 05:45 PM

The glowtorch was a static flame that, though animated, moved with the turret, making it look less like a jet of flame and more like a triangular lightsaber.

This flamethrower, being made of several different "flames" moves more like a real jet of flame would.

By the way, I tweaked the flamethrower animation to make the flame jet more consistent, longer, and more vibrant. Yay me.

As for enemies, yes, I'm paving the way for them to be added to the game. My plan it to basically use the same methods I'm using now for the squares, but with a list of enemies as the potential colliders. If I do this right, I should be able to (literally) fill the screen with enemies that can be destroyed simultaneously or one at a time with nearly instantaneous collision recognition.
   
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David B
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Default 03-06-2011, 09:05 PM

The flames on this weapon (whatever the weapon is) look cool!

   
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Default 03-06-2011, 09:31 PM

Quote:
Originally Posted by David B View Post
The flames on this weapon (whatever the weapon is) look horrible!
Fix'd.

Last edited by x2495iiii; 11-26-2013 at 06:35 PM.
   
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Default 03-06-2011, 09:36 PM

That was mean. I think the colorful flames look awesome!
   
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Default 03-06-2011, 09:45 PM

I prefer my flames to look more like actual flames and less like assorted perfumes.

But that's just me.
   
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Default 03-06-2011, 10:01 PM

Quote:
Originally Posted by x2495iiii View Post
I prefer my flames to look more like actual flames and less like assorted perfumes.

But that's just me.
I am not sure if you knew this, but there is a flame model in Alice. In fact, there are two of them, one is a 3D model with a built in method that makes it rotate like it is burning. The other one is a 2D billboard-like flame that, when dropped into a world, and after the play button is hit, automatically animates itself.

Also, if you don't like the colored flames, why did you make them like that?
   
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