nkornek

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Everything posted by nkornek

  1. This Royal Tenenbaums remake got weird.
  2. Thanks! Decided to go back over a lot of what I'd done and add shadows to all the bigger static objects (trees, bushes, cars, etc). Not only does this look super cool, but it will actually affect gameplay. The "sun" in the scene is actually attached to the Seeker player's camera, so as they move around looking for the Breckon the light moves with them. That means that the player who controls the Breckon can get an idea of where the other player is looking by observing the angle of the shadows.
  3. Also, check out the development of Macklopolis.
  4. As a side note: I'm probably not going to be able to finish this by tomorrow but I'll probably be able to finish it Monday.
  5. We're getting positively Mackled up in here.
  6. Update: I've been working on a WHOLE bunch of new bodies for the characters as well as environmental stuff. Still to go: I want to have a few buildings and also maybe one that's walking a dog.
  7. Working on some more bodies today. I want to do a lot of very different style ones so that there's less repetition and the whole think looks more fun.
  8. Here's some closeups of a hidden Breckon. Only the Breckon player can see these, and transferring yourself back into a Macklemore you've already converted is much quicker. It can be useful for trying to escape if you think you're about to be discovered.
  9. Major Update: It's aliiiiiive! I've managed to get all of the networking kinks sorted out and now a lot of the main gameplay code is done! Now I mostly need to work on generating more content and making the map a lot more interesting. (please excuse the low-quality gifs, I have to use my webcam to film switching between my computer and my phone) Check out that awesome little floating Breckon head that pops out to show you where you've already been. You can tell I'm a real game developer by the cat paw poking out from behind the monitor.
  10. Okay, the new networking solution seems to be working way better. Also I started playing around with how I want to world setup to work.
  11. So takeaway from this week is that UNet is pretty terrible for LAN games. I think I'm going to switch to a 3rd party networking solution instead which is a bummer because there will be restrictions on concurrent users but honestly I'd rather have a working game with a few server limitations than no game at all.
  12. Update: Networking is hell. That is all.
  13. [Release] Classic Dogs & Demons

    I'm holding out for Advanced Dogs & Demons.
  14. [Dev Log] Great Play, Dad!

    This sounds like it will be very charming.
  15. Now with much fancier face swapping!
  16. This sounds great! I'll try to record some french shouting for you.
  17. Had to do this before going to sleep:
  18. Finally some solid progress on the networking end. Unet has some wonky ideas about how to split tasks between clients and the server but now I've got my full on asymmetric setup working.
  19. [Dev Log] I'll Kill The Last Alien

    Pucker up for that last mochi.
  20. [Released] Beware of Falling Samurai

    Looks like you're off to a great start!
  21. Nothing really flashy to show for today. Mostly I've just been wrangling the networking end of things. Seems like UNet has changed a lot since the last time I used it.
  22. [Released] Get Hoisted!

    I'm digging that peasant smile!