Making an MMO RPG Metroidvania Side Scroller based on BomberMan mechanics.
Written in 100% JAVASCRIPT and deployed to a Node.js server using Heroku.
www.tinyurl.com/BOMB-PLAYLIST-001
For the youtube tutorial playlist.
Atomic Ivy MMO : Tone It Down ?
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Tone It Down , a bit ?
www.tinyurl.com/BOMB-PLAYLIST-002
Animating the square ring bulge code I added to my auto tile engine. Full source code and tutorials in link above.
Every single time I make a new code delta, I film 3 videos. 1. A tech demo on my WeebCoder channel. 2. A 10 minute code review on NinjaCoder channel. 3. A 1 minute code review on my KanjiCoder channel. This is very time consuming. And I don't see this blog getting any views. So MAYBE I will make a post on this blog once a year to check up on it and re-evaluate it's usefulness. My youtube channel is : www.youtube.com/@KANJICODER I am already at video 1,000 + and I am thinking it might take about 3,000 videos before we are ready to release a game. Who knows. -KanjiCoder
Atomic Ivy MMO : ALPHA COMPOSITING! WOOOH! B_G : Geometry Tiles : The materials the world is built with. F_G : Bomb Tiles : The bombs that can blow up the world. M_G : Fada Tiles : FADA == "FlAmes and DAmage" tiles. Vertical Monitor Video ( below ) : Horizontal Monitor Video ( below ) : We are now stacking the geometry, bomb, and fada tiles from back to front with alpha compositing. The results I am seeing look correct. Or in other words, I am seeing what I expected to see. RED dominates because FADA tiles are rendered using red and they are composited on top of the other two tile types. Upon close observation I can also see that the most extreme inset amount is being applied to the red fada tiles. I am very tired and somewhat delirious. ...
I am making an engine for an MMO. Original video here: https://www.youtube.com/shorts/_PCglEj-piY A four second video isn't much time to explain. But hey, I am not famous. So I have the time to put this together since you two were curious. My engine uses a thing I call a "Hotel" , which is a levelpack storing 13 levels in the configuration below. ( "Hotel" isn't a technical term, I just make up my own words for things. ) Each level is 64x64 tiles, but each level also has all power of 2 tiles. So each level is actually 7 layers: Layer 0 : A 64x64 map of 1x tiles Layer 1 : A 32x32 map of 2x tiles Layer 2 : A 16x16 map of 4x tiles Layer 3 : A 8x8 map of 8x tiles Layer 4 : A 4x4 map of 16x tiles Layer 5 : A 2x2 map of 32x tiles Layer 6 : A 1x1 map of 64x tile, One giant tile the size of an entire level. The ISOLATED brush has an origin isolated to the level , see below animation: See Video Of Above : https://www.youtube.com/shorts/_PCglEj-piY The GLOBAL brush m...
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