Copper Boltwire's Reward
...more like HeXXXen.
More rewards on their way~
2018-07-04 11:29:05 +0000 UTC View Post
...more like HeXXXen.
More rewards on their way~
2018-07-04 11:29:05 +0000 UTC View Post
Laying out the core of the map, thinking the functionality and courses and all.
Also, 5$ reward draw on 5th of this month. 10$ patrons can start sending in their reward ideas right now.
2018-07-03 15:59:17 +0000 UTC View PostTL;DR - 10$ reward is now limited to 1 guaranteed image per person and afterwards a special monthly raffle where you can win extra ones. Change starts from next month, so if you are not okay with this change, you might want to edit your pledge until then. Read below why:
Alright, since I haven't forseen a certain consequence when upping the drawing rewards' resolution, I'm forced to make an adjustment to the Warlock tier reward, unfortunately.
Initially, the resolution was low...
2018-07-01 16:37:06 +0000 UTC View Post
...I present you, the new sounds for the Initiate Harm spell/projectiles.
And with this I've pretty much concluded the sound replacement for monsters. Taking care of a last bunch of misc things before I start working on Map07.
2018-07-01 13:08:18 +0000 UTC View Post
Worked on the last monster sound replacement, this time for the Forge Elem. and Urchins.
I messed around with some weird parrot and crocodile sounds (+reverb and metallic effects), came out surprisingly well. You'll get to hear them soon :D
2018-06-29 18:17:18 +0000 UTC View Post
I've replaced the colors/visuals of the armor crystal icons. Instead of flashing brighter as you get better armor, they now picture the color of the armor type you have. Should be more visible and easy to tell the quality of your damage reduction.
2018-06-29 14:33:47 +0000 UTC View Post
I'm slowly dipping into map07 now that I'm close to finishing exams and stuff. Here's a sketch of the starting part. Helps me get a lot of things in order.
2018-06-29 12:24:59 +0000 UTC View Post
I've worked on some new sounds for the Crawler.
Mixed some cat and snake hisses. You'd be surprised how well dripping water emulates slimey vibes, too~
2018-06-28 15:16:03 +0000 UTC View Post
Found this old picture of the first Spike Gun sprite "model". Man, time flies.
2018-06-28 09:59:30 +0000 UTC View Post
So for the past few days I've been working on a pretty complicated mechanic, which is a first step towards my friendly AI ideals in Hedon.
Players will now be able to pick up deployed Sentries in their hands and move them around, effectively giving you a lot more tactical options in combat.
I've spent quite a while ironing out bugs and improving the way this new system works (which kinda stretches GZDoom's limited AI). It is a bit hacky, though, and I'm definitely going to need som...
2018-06-26 10:36:51 +0000 UTC View Post
I've worked on more adjustments based on your guys' feedback recently, and especially Copper Boltwire's streams.
Apart from that, a more major change is related to an issue I had for a very long now - intermission texts. Namely the narration perspective.
I've actually expressed my concerns here https://forum.zdoom.org/viewtopic.php?f=4&t=60988, but I've come to t...
2018-06-22 17:22:09 +0000 UTC View Post
So yesterday one of our patrons, here, Copper Boltwire made a streaming session of Hedon's first few maps, and was obviously very useful and entertaining to watch. Go ahead and follow him on Twitch, he'll be covering the last three maps of 0.6 today (I'll put up an announcement here when he starts it).
Kyurae Minasaki has also been so kind as to give me plenty of feedback for the first maps, so today I'll go ahead and take everything I have written down/received and start making adj...
2018-06-21 07:55:01 +0000 UTC View Post
Here we are, I caved in and made a sheet for her fists as well. Normally I'd have to tackle crouch next, but I've encountered a problem/engine limitation that basically allows for only one of her versions to have a crouch state.
So for example I can only give her a proper crouch animation for her ranged visual, but if you crouch while having the axe or fists, the sprite will just be squished in half as the engine does it normally. This leads to both silliness and inconsistency, so I deci...
2018-06-21 07:49:41 +0000 UTC View Post
Almost done, only the attack ones left to do (will be made of 2 frames rather than one).
Man this took way more than I had expected. Had to redo her arms for each frame. Hope you like it, it looks pretty good in-game.
Here's the last set for her ranged sprite sheet. Going to start working on the Axe set right now~
2018-06-19 13:23:23 +0000 UTC View Post
Here's a fresh link for the new patrons, as well as the others who played 0.6.a. but want to see some of the recent updates like the 3D menu screen.
P.S. If you have suggestions for some random tips to add, go ahead.
2018-06-19 06:18:23 +0000 UTC View Post
Here's those done now. I have to make her attack ones, and then it's all good for ranged and will move on to Axe/melee.
2018-06-18 16:37:30 +0000 UTC View Post
...try saying that when you're drunk.
Anyway, here is is. At last.
Next I have to do this, but for melee. I'll only do one for her Axe, though, and will keep it for fists too. I know it's not realistic, but making a set for each weapon is simply too little of a detail while being a huge waste of development time.
The main reason why I want to do the Axe version is because I'm planning on adding friendlies at some (distant) point, and the Bear Warriors will be based on Za...
2018-06-17 19:46:25 +0000 UTC View Post
Here's the view from behind. Man this was a bitch to make ._.
All in all, I think I've got to the point I had planned. Again, the movement animation is meant to work both for when the player walks normally and when they sprint, so it's a compromise between two radically different dynamics.
Let me know what you think of it!
Again, slowed down for observation purposes. It's hard to get the accurate in game feel without the proper speed and momentum but it's still good enough for a showcase.
I'm going to finish the last angles (straight back and angled back) today.
2018-06-17 08:27:14 +0000 UTC View Post
Here's a sneak peek at Zan's movement animation. Kinda wanted to strike that balance between walking and sprinting, and I guess it's coming out pretty well. This is a slowed down version, though, since I felt like it woult let you see each frame better.
2018-06-16 16:18:29 +0000 UTC View Post
Well, here we go. Zan's animation 3rd edition begins. Hopefully the last as well.
It's a good thing I got her static rotations drawn out, and I can focus solely on animating them. This pic shows the second attempt frontal running animation which was way better than the first but still messy as hell. So things can only get better now, eh?
A chainsaw weilding chick you'd not like to mess with.
Hey, I even managed to free myself up earlier and get this pic done! Which means that tomorrow I'm going to start working on Zan's animations at last. Will keep you posted.
2018-06-14 18:09:51 +0000 UTC View Post
Here it is, at last. Will work on the next reward this week, expect it done by Friday.
2018-06-12 14:52:42 +0000 UTC View Post
...it's something!
P.S. I have a time window today, will try and get one of the rewards done. Should be able to slowly get back into working on Hedon these days, so sorry for this hiccup.
2018-06-12 07:18:14 +0000 UTC View PostWon't be able to do much until next week or so, so I'll be fairly silent for a bit. May reward draw for Initiates is on Wednesday as I've mentioned, and Warlock tier patrons can message me what they want me to draw for them.
2018-06-04 11:29:03 +0000 UTC View Post
I've wanted to get to this for a while, and now that Sheela & Cyanide has recently reminded me of it, I finally decided to do some work.
You probably know by now that I am not a fan of cheesy effects for making pickup items stand out, and that I prefer logical placement and smarter ways to help the player get what they need. In practice, however, this has turned out to be a hit and miss, and with the recent boss fight, this aspect of the game has made me take some action.
<...
After a day of raging and pulling my hairs out, I've finally managed to finish the last part of a title screen update I had been working on. I've essentially broken down the title picture into different parts, and put them in perspective, along with a slightly moving camera, to give a 3D effect/motion effect to the title screen.
For those who don't know, the title screen is an actual map, where as soon as you enter it (i.e. boot the game), your view is changed to a camera via a scri...
2018-06-01 21:00:00 +0000 UTC View Post