The WIP Thread

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Nash
 
 
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Re: The WIP Thread

Post by Nash »

Jaxxoon R wrote:Yeah, the latest Kirby does it too. Seems most 2.5D games just try to minimize the time spent ''inside'' the platform by playing a fancy flip animation when dropping down through it, as well as making them very thin. I guess you could try lowering the alpha but I'm not sure if it'd be worth the effort.

The red squares are just damage boxes. I figured if the player's really falling that fast it'd probably be best to do some extra damage in case they suddenly fall onto an enemy or into a group of them. Once I've got a decent swimming system in I'll go back through and tweak the way attacks and movement are handled a bit.

Also probably not going to happen, but I'm hoping I can eventually get the camera distance values to lock/change on the fly, for bosses/cutscenes/Klonoa-esq panning or whatever.

Ah okay, I was curious about the red box, really takes me back to my Clickteam Fusion days haha.
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Re: The WIP Thread

Post by Marrub »

Spoiler:
:D
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Arctangent
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Re: The WIP Thread

Post by Arctangent »

That's cool and all, but it also makes me want to toss you off a goddamn cliff.
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kodi
 
 
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Re: The WIP Thread

Post by kodi »

What am I looking at?
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Marrub
 
 
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Re: The WIP Thread

Post by Marrub »

kodi wrote:What am I looking at?
An assembler for ACS, which has asxxxx-like syntax. Just screwing around, really.
I might make a disassembler that outputs this format for patching, could be useful for old closed-source mods.
Here's some extended example code: https://gist.github.com/marrub--/bb6481 ... 9c3a5e8add
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Nash
 
 
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Re: The WIP Thread

Post by Nash »

Image

Some progress on my ZScriptified menu.

Changes:

- Main menu is right-aligned
- Option Menus are now aligned to the left. Can be adjust with one variable, how much to offset the entire menu from the left of the screen, and every widget will move along with it (so that it won't be too flush to the edges of the screen)
- Selector is now a solid rectangle drawn with Screen.Clear() (the same highlighter that's used in the save/load menus)
- Controls and MapControls use SmallFont, for a matching look
- Color pickers have a smaller, less obnoxious box size and it shows the RGB values!!! Idea stolen from Battlefield 1
- Scroll arrows are drawn to the right
- High res sliders

Things I want to do:

- iOS style buttons for Boolean CVars (On/Off etc)
- Change sliders to look like a progress bar instead (solid rectangle that gets filled with a colour the higher its value, and also draw the number in the middle of the bar instead of to the right)
- Make sure all widget controls are center-aligned like the RGB text
- Add a scroll bar that adjusts its height according to how many things are in the list

This silly thing took me the entire day and a lot of frustration. It's satisfying, but to be honest I wouldn't want to do this too many times. I miss the Unreal Engine UMG editor...
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Mikk-
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Re: The WIP Thread

Post by Mikk- »

Holy crap that looks great Nash!
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protox
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Re: The WIP Thread

Post by protox »

Nice work on that menu, looks good.
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Re: The WIP Thread

Post by DoomKrakken »

What interests me the most is how you have that blurred screen effect for your menu. It's not colored, and it blurs whatever was previously on the screen.

How do you do that?
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Nash
 
 
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Re: The WIP Thread

Post by Nash »

DoomKrakken wrote:What interests me the most is how you have that blurred screen effect for your menu. It's not colored, and it blurs whatever was previously on the screen.

How do you do that?
It was an engine mod, now turned into a pending pull request by Rachael. :D
GENTEK
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The WIP Thread

Post by GENTEK »

About Custom Menu could be cool a day the possibility to create unlockable Episodes & Chapters for the Menu! :D
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Kinsie
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Re: The WIP Thread

Post by Kinsie »

Image
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

MY LEGH

Such stopping power.
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Nash
 
 
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Re: The WIP Thread

Post by Nash »



WIP ZScript version of Oblivion/Fallout-style compass and talking about mod stacking
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comet1337
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Re: The WIP Thread

Post by comet1337 »

damn those duke3d style shadows really gives everything more depth
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