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.
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. ...
Fractal brush is now clickable. www.tinyurl.com/BOMB-CODE These blog posts get zero views. Is it worth doing? Anyways, power of 2 tile sizes means that our brush had to snap to a grid. With this fractal brush, we now can use brush sizes that are: 1. NOT snapped to power of 2 position. 2. Sizes that are NOT a power of 2. 3. Brush size does NOT need to be square. -KanjiCoder
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...
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