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Programmer16

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Malathedra
I started working on the plane system today. I'd have to say that it's by far my favorite addition to the engine. Making the water look good using the old technique was pretty hard and even when you did make it look good, it just didn't have any depth. The new system adds the depth and makes things a lot easier for the map-maker. I'll show a comparison shot once I get done adding it to the editor (the shot will probably be up late Friday night.)


MalykAI
Well, because I'm a douchebag and I like to tease, I decided to upload a movie of the last features that I added to MalykAI, mainly color values for the foreground and background layers as well as the separate speed values. Nothing super awesome, but looks decent IMHO: MalykAI DevMovie 7 (1.59mb; .zip; .wmv)

You may notice an artifact behind my cursor (the background doesn't seem to be fully transparent), which is quite odd since it's my Win32 cursor and looks perfectly fine for me. I guess that's what I get for making custom Win32 cursors lol.

Anyway, the fading is done by me (and not the engine or the TileMap.) Also, the quad that appears in the upper-left hand corner is the current tileset, I just forgot to set the vertex format.

That's it for now, back to work for me.
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Quote:
Original post by ShoeStringGames
YOU'VE BEEN YOUTUBED!!!


Nice BTW, hope my platformer can compair to yours :)


Thank ye kindly and thanks for youtubing TLCoM!

I have no doubt, your game looks awesome[smile]. Good luck with it!

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I really like the fading. Will this be a process that occurs in more than one period during each level, or will it be more like a 'fade-in' indicating the start of a level?

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Quote:
Original post by HopeDagger
I really like the fading. Will this be a process that occurs in more than one period during each level, or will it be more like a 'fade-in' indicating the start of a level?


Thanks! I was actually thinking of using it to signify that you're getting close to a boss, but I'm not sure if that would look good or make sense lol.

<edit>
That is, it would fade to dark and the fog would fade in when you got close to the enemy boss and then fade to light and the fog would fade out when you reached the boss.

This would be kind of annoying though and it'd be kind of hard to time it right. Maybe I'll figure something out though.
</edit>

<edit2>
Since I plan on allowing the player to revisit a level that's been beaten, I could set up levels that haven't been beaten one way and then one you beat the boss it changes to the "normal" view (e.g. fade to a bright sky and no fog) and then every time you visit the level after that it's nice and bright.

I don't know, I'm still working on it lol.
</edit2>

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I like that idea you have for replayable levels. Dark on first runthrough, bright on next. :D

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