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Re: v1.3 Update
Posted: Mon Jun 27, 2016 7:56 pm
by AveryLP
This is cool.
Especially the mystery key gets me thinking.
I don't see anything new in the guard picture though.
It's also great to see 049 getting some badly needed additional appearances.
Re: v1.3 Update
Posted: Mon Jun 27, 2016 9:49 pm
by Vane Brain
AveryLP wrote:
This is cool.
Especially the mystery key gets me thinking.
I don't see anything new in the guard picture though.
Re: v1.3 Update
Posted: Tue Jun 28, 2016 12:12 am
by Nehpys
Vane Brain wrote:AveryLP wrote:
This is cool.
Especially the mystery key gets me thinking.
I don't see anything new in the guard picture though.
So exactly what the Unity port did.
Re: v1.3 Update
Posted: Tue Jun 28, 2016 11:53 am
by PXLSHN
SyphenTV wrote:Vane Brain wrote:AveryLP wrote:
This is cool.
Especially the mystery key gets me thinking.
I don't see anything new in the guard picture though.
So exactly what the Unity port did.
Well, but Blitz3D is different. You have to do other things to do head-rotating to achieve this (I needed like months to find out how to do it in Blitz3D and to make it working properly), but yes, technically by the look of it it's like in the Unity port.
Re: v1.3 Update
Posted: Wed Jun 29, 2016 1:23 pm
by InnocentSam
PXLSHN wrote:I needed like months to find out how to do it in Blitz3D and to make it working properly
Scrub.
Re: v1.3 Update
Posted: Wed Jun 29, 2016 4:54 pm
by PXLSHN
InnocentSam wrote:PXLSHN wrote:I needed like months to find out how to do it in Blitz3D and to make it working properly
Scrub.
Well, it was more harder than you think. You also need to twitch the axis from the bones around (for example: The pitch axis for the guard's head = Yaw value, the yaw axis = Pitch value and the pitch (in this case yaw) needs to be added with 20 degrees (and this is variable for many different entitys)).
And the Blitz3D forum wasn't the best help for me about this (only about the fact where you have to place the function for the manipulation).
And about that with months: At the time where I found out how that works properly I wasn't that much experienced in Blitz3D as I'm now (that was like 1-2 years ago).
Re: v1.3 Update
Posted: Wed Jun 29, 2016 6:33 pm
by InnocentSam
PXLSHN wrote:Well, it was more harder than you think.
T'was a joke, mate. I'm well aware of how Blitz3D can make the simplest gameplay elements a pain to implement
Re: v1.3 Update
Posted: Thu Jun 30, 2016 11:31 pm
by Hubbawubba64
I can feel the frame drop all the way from here...
Re: v1.3 Update
Posted: Fri Jul 01, 2016 7:29 pm
by PXLSHN
Hubbawubba64 wrote:
I can feel the frame drop all the way from here...
Well, for me it doesn't lag at all (only at the time where you begin to see monitors (for maximum of 1 second) but after that, the game runs fine).
Re: v1.3 Update
Posted: Fri Jul 01, 2016 7:40 pm
by AveryLP
PXLSHN wrote:Hubbawubba64 wrote:
I can feel the frame drop all the way from here...
Well, for me it doesn't lag at all (only at the time where you begin to see monitors (for maximum of 1 second) but after that, the game runs fine).
Well, we'll see when the version comes out soon