Welcome to another Update Tuesday! It’s Saturday you say? Hahaha, nonsense.
It’s been a couple of weeks I haven’t updated anything but I made a big change! Now the background is in the shittiest 3D even conceivable. As realistic as a hippie checking references. So unappealing that it will make your testes retract into your skull. Et cetera, et cetera.
It will spin around as your helicopters move around and now you have a timelimit until all players fall to the water together and die (tie). I intend to implement a sudden death underwater but it’s not yet done. But in the meantime, as many people pointed out, before it didn’t feel like you were falling or sky diving. Now some particles go up and the background shifts to simulate that.
It took me forever to figure out that the 3×2 Matrix for image transformation can only make affine transformations (i.e. can rotate, skew, scale but not warp for, e.g., making perspective trapezoids). So I ended up using Flash’s native 3D transformations and that’s that.
I’ve been working on a small side project called Cryo-Skulls of Flappy Temple for the Flappy Jam. The GFX are being made by the great artist @delfeipls.
It’ll be out in any second (deadline is in 3 days), but I still have to improve the AI and tweak some parameters before is showable. Nevertheless, here’s a screenshot:
It’s been also my first test exporting AIR to an Androiddevice. First I failed (old device) but later succeeded on a newer one. I found the hard way ARMv6 cpus are not supported by AIR. It’s a shame ‘cos a lot of people like myself use low-end cellphones.
Here’s another update tuesday and I’m porting everything to Unity! Nah, just kidding. I’m using it as a 3D editor for the background scenes.
It was about time I made a more proper editor that wasn’t ad-hoc and duct-taped.
It’s been a slow week, felt sick and tired most of the time and didn’t do much besides this simple but useful background scene editor, which was easy specially using Unity as an editor because of this tutorial and some other random internet snippets.
I didn’t imagine Unity would lack a Big Endian binary file stream, though (I have to swap bytes myself? really?)
Thanks to some algebra help from my friend @zurashu I tweaked the game’s background “rendering” capabilities, but I couldn’t test it because now it needs more info and the much needed 3D editor is almost done but not solid yet.
Besides that I tweaked the fly-diving physics in-game to test it for more responsiveness and fixed the angle the bodies took for some aiming directions.
Working to make some blood particles react to the heli for a bit more gore dynamism: Blood splatter from rotors and ricochet from everywhere else. FYI I’m not comfortable with the results yet, have to work it some more.
This is a tuesday updateof many more to come! Barely made it thou (11:37 pm here.)
Why tuesday? because fuck it, I don’t even know in which weekday I’m living most of the time.
So… I also made a big rework on the Heli class, removed some temp code, cleared some to-dos, sped up heli-regeneration via wrench power-up (before it just reloaded everything, even gfx!)
Also had to rework the scoring system a bit. Like, if you get beheaded by a rotor is one thing, but if the pilot was already dead on the out of control heli, well…
Also head-shooting someone because of rigor mortis (involuntary last shot) that is inside a cockpit while spinning out of control: MEGA POINTS
To do to do to do to do to do to do to do to do to do …