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.
Auto Tile Shader Block In : www.tinyurl.com/BOMB-PLAYLIST-002 I AM WRITING AN MMO IN JAVASCRIPT !!! We are blocking in shader #6 of our shader pipelines. This shader will be designed to look more asthetically pleasing than shader #5. Shader #5 was focused on being a "diagnostic shader" used to debug the camera and the tile data. Now we want a camera that can properly render auto tiles and give us a more accurate view of what the final level renderings will look like. This probably will __NOT__ be the final in-game shader , but yet another helpful "view" of our [ model / dataset / level data ] that will help us build up and debug our programming logic and data-formats used to encode tile map data. The choice to 100% re-write another shader rather than copy+paste the old shader and work off of that is intentional. As I believe in the "pottery analogy" of quality. The more drafts of code you write from SCRATCH the better the quality. Having already written o...
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...
Forking Shaders www.tinyurl.com/BOMB-CODE Shader 7 will be the base of shader 8. Reasoning? We are __NOT__ finished with the work I wanted to do for shader #7 , but this looks really cool and seems like it could be useful. I know if visual is only accessable by turning on the correct debug flags, it will just get burried and forgotten about. I know from exprience. So the visuals we currently have for shader #7 we are going to STICK with. The rest of the work we had planned will be done in shader #8 by copying everything we have, pasting it into shader #8 , and then diverging to two pieces of shader code from one another. Once we fork the two shaders , we need to remember to make the current rendering...
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