11 March 2016 - Forum Rules
Started by Toffi, December 08, 2020, 11:20:05 PM
Quote from: Toffi on December 05, 2022, 02:33:52 PMDecember's come folks! Were getting close to the end of year 2.This month I'm happy to report a lot of progress, more holiday off time means more time for development.Currently we have some stage remodels, a new enemy type and a new stage.Starting things off strong we have a round of small quality of life updates to stage tiles in area's including the botanical garden, circus, and port town. As the projects progressed and new graphical techniques were uncovered many of the older stage layouts became somewhat outdated. Currently the games oldest stage, the CV2 port town Aljiba has been getting some serious upgrades due to the voidspace bank expansion, so expect some new info on it soon.ENEMY ALERTOut from the infected ship flows dozens of hornet's. They're extremely durable and can survive harsh winds and cold winters with help from their hibernating queens. Once temperatures rise they can emerge from their cocoons to fight any would be intruders.On the hive front new tiles have been crafted for the ships infected underbelly. With this the airship stage is getting close to completion, more work is being put into boss designs. Keep an eye out for more info soon.REPLY SECTIONIt's actually the skeleton knight Alkali Man OG. Were able to add fit a bit more curve into the animation thanks to the original uncompressed sprite graphics.Currently we've gotten somewhere with the concept Arcade-Elite, code has been developed that lets the game know which character a player died with. All that's left is to lock the players swap wheel back to 1 character. How that might effect the stability of the game or cutscene's? Like the multi-swap that's currently unknown.Thanks for the encouraging words Flaviogames. Currently were on track to release a demo build sometime in 2024 however the date has not been set in stone yet. Progress updates will continue monthly with more content coming soon.
Quote from: Toffi on February 06, 2023, 11:27:54 AMHi Flavio, thanks for the reply.Player collision in CV3 is built on a 16x16 pixel grid which makes pho 2.5D stage work difficult. In other stages (like the airship hive) we were able to get away with it by blending the stage into the background however in this section doing so would be difficult as there are too many unique assets. Lowering the stage to fix the issue would break stairs and adding in more tiles into the background would compromise other stage elements. We could remove the effect entirely or dull it but cannot put the players collision any lower without some hefty programming. Do any of these look better?
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