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Post » Sun May 10, 2015 2:35 pm

Some images of a game that i've working, protect me :

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Post » Sun May 10, 2015 3:44 pm

Took me a few hours, but I went from this
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Post » Mon May 11, 2015 10:44 am

@purplemonkey Yonder looks superb, great style. Also love the website, can't wait to see more
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Post » Mon May 11, 2015 11:41 am

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Post » Mon May 11, 2015 12:36 pm

That looks superb! I'm curious how you handled the flocking overlap so nicely and how taxing that is on FPS? @DatapawWolf
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Post » Mon May 11, 2015 1:03 pm

Working on character animations for my game. Here's a little preview ;)

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Follow my progress on Twitter
or in this thread Archer Devlog
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Post » Mon May 11, 2015 5:55 pm

@tunepunk Very nice. What software are you using? I'm a 3d-designer myself and that kind of style is my favourite :) Simple but lovely
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Post » Mon May 11, 2015 7:00 pm

Anonnymitet wrote:@tunepunk Very nice. What software are you using? I'm a 3d-designer myself and that kind of style is my favourite :) Simple but lovely


Hello there fellow 3d designer and Swede (Im Swedish but living in Malta). I'm using Maya mostly, what software do u use? Yeah worked a bit on that style to make it as simplistic as possible my first sketches looked totally different for the character though. But i felt I would be shooting my self in the foot doing too much details for my first real game project. Haha. Simple is good. :p

First sketch
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Follow my progress on Twitter
or in this thread Archer Devlog
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Post » Mon May 11, 2015 7:44 pm

@facecjf I combined the bullet behavior with an adapted algorithm by rojohound that pushes objects away from each other.

Every iteration, each of those green guys is given a very basic order that determines how close they should attempt to get to the player, which prevents them from all competing for a space within attack range. It isn't optimized yet, but it does work.

Currently, the push away algorithm works well, but is extremely costly when dealing with a large number of enemies.

For perhaps 16 or so, this should run fine on most devices.

Hence I'm trying to think of ways to streamline how "collisions" are handled. Currently, it is implemented by iterating through each and every object and testing its relative position to every other object besides ones that have already been checked.

I know there has to be a better way that looks just as good. Otherwise I'd settle for capping numbers of entities.
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Post » Mon May 11, 2015 8:22 pm

@tunepunk Där ser man :) Ok, I use 3Ds Max mostly but I've used Maya as well. Make a devlog so we can see what the game is about and follow the development :D
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