XaiJu
UnrealCrash

UnrealCrash

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UnrealCrash posts

Update: Patreon authentication for Plazma Burst 3 beta is fixed now

Patreon authentication for Plazma Burst 3 beta is fixed now ^

Further discussion happens here:
https://www.patreon.com/posts/plazma-burst-3-142029055

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Plazma Burst 3 closed beta starts in a few hours

https://www.plazmaburst.net
Here you press [ I'm new to Plazma Burst 3 ] > [ I'm a Patreon supporter ]

In case of any issues - contact me, I'll be there.

Note: Closed beta is an unfinished version of the game. Lots of features and content is missing.

Note: I do not get notifications for replies to comments - write new comments there instead.

Update 3: Gifted subscriptions sh...

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Development update - October 11, 2025

Hi ^

This is my usual monthly development update where I list work on various projects of mine I've done in the past 30 days.

I had to change priorities a little bit from working on story mode-related entities for Plazma Burst 3 to focusing on changes that will be needed for closed beta to start in a more proper way (would have needed to make those changes anyway so it doesn't delay the release).

Hopefully, closed beta will be ready on Oct...

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Beta, spoilers, streaming and video recording

I do plan to allow streaming, video recording and publishing of whatever happens in Plazma Burst 3 closed beta version.

Considering that, should I try removing anything that could be deemed as story mode spoilers in closed beta? Including weapons, vehicles made for story mode, gadgets, some of skins.

At the same time showing more could be considered a better feedback and take less time to prepare beta. Could be more interesting to participating players/map makers too ^

I'm p...

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Testing new gevanni.com server (using SD2D)

I've been moving my personal server (with gevanni.com website as well as services used by my other game projects) to a new location with updated hardware. Actually with a lower monthly rent cost.

And to test its' performance I'd like to invite you all to Star Defenders 2D server that is now at US - Dallas:
www.gevanni.com:3000 - Star Defenders 2D server View Post

Target platform poll (Patreon edition)

Plazma Burst 3 should be eventually released as a (you can select multiple choices)

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Should I pay for X/Twitter checkmark?

Should I pay for X/Twitter checkmark?

I don't really know if it is worth it, as far as I know it may advertise my posts as well as make my new posts not hidden to users who do not have X/Twitter accounts.

In theory it could advertise my monthly update posts but can't really tell if it will even do anything.

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100+ supporters already?

I'm definitely stunlocked from sudden +21 new supporters in 4 days. I guess closed (?) beta before full release may really happen in upcoming months.

Could be nice to figure out main menu soundtrack, Multiplayer match creation UI and main menu background UI in addition to setting up server infrastructure at the moment.

Thank you for the raise!

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Development update - September 11, 2025

Reminder: Will start preparing Plazma Burst 3 closed(?) beta on stable 100 Patreon supporters of any tier.

Full version of this development update contains list of changes I've done in past 30 days.

More work towards Plazma Burst 3 features that would be needed in case of any kind of release (either beta or full), still working on elements that would be needed for story mode - started working on new boss-like entity, this one will be a 3D...

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Development update - August 10, 2025

Most grenades cast shadows in Plazma Burst 3 now, which does help with clarity in 3D view mode.

Big part of this month's Plazma Burst 3 updates are for Map/Modules to store global per-Map/Module as well as per-player data which could be anything from story mode progress (for example it makes game be able to remember decisions made in previous levels for example, even if player reloads game) to making custom ranking systems that have their own leaderboar...

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Development update - May 11, 2025

More entity and UI logic polishing and bug fixes for Plazma Burst 3, re-implemented stickers with animation support (no new stickers as of now though), implemented a few environment generation optimizations as well as fixes (which has shortened loading times).

Some quality of life changes as well as fixes for Plazma Burst 2 H5 and Star Defenders 2D.

There isn't much visually new to show as of now, but I'm attaching screenshots of ...

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Development update - March 11, 2025

Been working on new version of C-Entity for Plazma Burst 3 - should bring variety to gameplay yet it seemed to not take too long time to make since it reuses big part of movement logic that already existed for other C-Entity. Besides that - UI, Level Editor fixes and more TGS Mobile progress, such as caption flip when facing left direction and wheel lightmap no longer includes local shadows.

Plazma Burst 2 H5 update came with bug fixes, desync...

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Development update - December 10, 2024

Plazma Burst 2 HTML5 - mostly Multiplayer progress. Still not published since I still need to setup server and make sure obfuscation doesn't cause naming/order bugs between server and client.

Plazma Burst 3 - added rocks, some more Level Editor quality of life functionality and loading screen UI improvements. Also CS and C9 versions of TGS Mobiles are mostly ready now, finally added models into the game and currently working on a vehicle logic itself.

It is almost a New Year, mean...

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Development update - November 10, 2024

Been working on Plazma Burst 2 HTML5 port. It seems that previous poll results somewhat changed with new supporters ^

I guess it is nice to know that people do want to see Plazma Burst 2 be back in browsers and in a hopefully better state. I can't say I'll promise much in terms of multiplayer mode since serious multiplayer changes would basically break plenty of custom maps if it got to at least the level of Star Defenders 2D netcode.

Besides that, I've made a new gameplay featur...

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Plazma Burst 2 HTML5 port & poll

You can already try it here (it is unfinished, can take some time to load):
https://www.plazmaburst2.com/h5/

It seems that players do generally have a better performance playing it than Flash version of Plazma Burst 2.

What should I do with Plazma Burst 2 HTML5 port? This is a supporter-only poll, multiple options are welcome.

UPD: I removed previous post because I can't edit poll options...

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Development update - October 8, 2024

More work towards settings actually having effect on how game runs, seemingly finished Corvette logic, added plenty of settings for Skin Editor that could alter characters in a more unique ways and bring back legs being a more vulnerable spot of Falkoks.

I have also started work on Plazma Burst 2 to HTML5 + JavaScript port. I assume that it won't take much time and won't distract me from working on Plazma Burst 3 (Porting earlier build of PB2.5 from Flash took me about a month, thus...

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(Updated) Not looking for artists for now



This post is outdated now, I have found an artist.

--

Been trying to reach out to some of artists by using services that are meant to help organize contractor work but I can't say that I had much luck yet.

If you know any artists who can create detailed digital 2D art pieces of about 4523 x 2160 px resolution - let me know (with examples of their best & recent work).

...

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Sudden Plazma Burst 3 development progress poll

How do you feel about Plazma Burst 3 development progress? Select multiple options too.

Feel free to be harsh in the comments.

PS: Monthly development update is out too.

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Development update - September 10, 2024

More progress on reworked PB2/PB:FttP offroad vehicles (textured models are ready but not added to the game yet), mostly finished per-body part surface alternation together with visual and sound effects for them (damage, impacts, destruction), made multiple walk sound presets, added critical damage cues for entities and robotic characters.

Also added several useful features for Skin Editor to make it easier to adjust and test various potential new custom skins, including animation demos...

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Random post

I'm currently rendering lightmap for this FttP version of TGS vehicle, it takes time.
There is nothing serious about these images.

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Development update - August 9, 2024

Big part of past month was spent with remaking Plazma Burst 2 entities and vehicles in a new engine, there still work to do though. It does mean that re-making Plazma Burst: Forward to the Past as well as Plazma Burst 2 in a new engine can be a quite possible thing. I do believe it will be important to let new players be able to experience the complete story without need to try and run Flash Player versions of prequels (which turned out to be an impossible task for most players). Remade level...

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Development update - July 10, 2024

More work on re-implementing existing features from Plazma Burst 2, but in a better way, hopefully. Not too sure about Destruction and Rage effects, they probably will be kept for custom maps only, at least in this cartoonish form.

Today's video should showcase most of the new changes (recorded on my melting PC. Will give a try to thermal paste renewal, maybe it will help).

These are not all PB2 features I want to re-add, there are still fanart update stuff to do.

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Development update - June 9, 2024

Installed Ubuntu, did a lot of bug fixes and important improvements. I can say that Plazma Burst 3 does work in Ubuntu now.

Configured Ubuntu development environment for tests, been also testing camera that inherits player velocity, essentially creating an in-between variant of "fast" and "slow" camera from Plazma Burst 2. Implemented thrown status for guns and grenades instead of all guns being deadly by default even towards teammates.

More in a video and even more below ~

...

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Development update - May 9, 2024

Lens flares seem to be ready as well as some better tools to edit terrain-like objects in Level Editor. More critical bug fixes besides that. Some UI animations added and more work towards making game work in offline mode and be generally more lightweight for the server to run while shortening time it will take to load screens that might receive updates independently from game updates later on.

Gameplay

- Improved walking animation for case when character i...

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Development update - April 12, 2024

Been working on finalizing netcode for incoming damage indicators, mostly finished addition of in-game tooltips for hovered objects, fixed plenty of bugs. Today's videos shows some of previously not seen new game mechanics, some of which might be quite annoying too. But still, fun nonetheless. New visual/sound effect improvements too.

At the end of the video there is a map demo as requested by boom5, this is the same video that I posted in PBD Discord server recently.

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Development update - March 9, 2024

New additions to game include damage indicators, though synchronization is not yet done for them, synchronization for camera on-death kicks, low hitpoints/death/revive beep sounds though. Also more fixes and improvements for hint-like/response options/polls/window objects.


Interfaces

- Made it so dialogue bubble arrow won't disappear whenever response options are shown on right from it;

- Made it so poll options no longer catch key events once fir...

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Poll: Low health and death beeps?

Which one do you believe is better?
https://www.gevanni.com/projects/pb3/demo1.wav
https://www.gevanni.com/projects/pb3/demo2.wav

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How are you guys?

This is not a development update, just wanted to make a post to which free followers can also reply to.

Recently, I've been re-implementing low health beeps, death beep sounds and adding the new sound when player is being healed, which also cancels death beep. Plus plenty of volume decreasing when in replay mode and when death beeps happen too frequently due to repeated healing while taking damage. Basically, all this stuff that was in PB2 was still missing in PB3.

Still not sure ...

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Development update - February 10, 2024

Added a new type of hint-like objects - "options & prompt"-like ones. These should open the possibility to make branching dialogues in maps as well as allow creation of polls. Prompting could also be used to implement arbitrary input to talk to some kind of AI-powered NPCs, to hide possible options and interpret player's response by key words, or to simply suggest custom response for a map designer to consider. 

The poll option could be used to let players playing in cooperativ...

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Development update - January 8, 2024

Started working on hints-like messages, added jetpack navigation for AI players, allowed players use grappling hook while in vehicles. Also implemented tactical pings that AI players can listen to.


Interface

- Fixed an issue causing crosshair to not expand on railgun reload;

- Fixed an issue causing some keys to work on loading screen;

- Main menu background corrections;

- Loading screen corrections;

- Started implementation of h...

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