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nim



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13th September, 2016 at 13/09/2016 10:19:33 -


Originally Posted by Rikus
Nim Exploding Bees looks awesome! How is it going so far almost done?



Yeah, it's done! http://bit.ly/2cTN9LM Forgot to update here

 
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Rikus

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14th September, 2016 at 14/09/2016 05:01:41 -

Hi Nim! I just finished it, that was actually super awesome! You planning on making some more levels? Maybe different weapons and more horrible bees?

hehehe, anyway I am actually going to make a let's play video on this one brb!

 
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nim



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15th September, 2016 at 15/09/2016 05:33:33 -

Thanks very much, Rikus. It's pretty short but I'm glad you enjoyed it. It would be amazing to watch you play the game so I'll look forward to that! Good to see you back again, btw!

There are a few things I could add to it. Those are good suggestions, but I think I'm done with this one. Check the included manual for a few extra things you can do after you've beaten the game!

 
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Rikus

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17th September, 2016 at 17/09/2016 16:01:33 -

Thanks Nim! I will check the Manual right now. I recorded the Let's play a couple of days ago s expect that in the coming week, might still be a bit since there are a couple of Episodes in front of it, but yea I had a great time! Old school exploding bees!



 
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Sketchy

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27th September, 2016 at 27/09/2016 14:56:44 -

Just for the fun of it, I made some ridiculously small text:
Image

It's based on the 3x3 pixel "Fakoo" font ( http://www.neun-punkt.de/nine-dot-writing.html ), but uses sub-pixel rendering ( http://en.wikipedia.org/wiki/Subpixel_rendering ), to condense the characters to just a single pixel in width.
As the effect only works at 100% zoom, it's not very useful and you need very good eyesight to even read the text!

I think I need to account for the difference between the apparent brightness of red, green and blue, as blue appears so much darker than the others.
I also want to try and generate an actual truetype font, designed to work with cleartype etc.

 
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nim



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28th September, 2016 at 28/09/2016 14:52:10 -

That's hilarious, Sketchy, and uncannily it works For making the font, I'm not very experienced but I've previously used Inkscape to create individual glyphs and imported them into FontForge.

 
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Fifth

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28th September, 2016 at 28/09/2016 17:44:54 -

That's kinda nuts how that font actually works. I think I've seen someone try something like that before? But still, it's nuts.

So, work on my object engine thingy is coming along, though slowly. It's still got a lot of kinks to iron out, but at least I've managed to implement some important stuff I wanted, like pinning objects to one another, a system by which objects can have uniquely-calibrated behaviors, players/characters being able to apply forces to objects, and objects being able to transfer forces up their pinned hierarchy. The result is the ability to make complex, interactive object cluster thingies.

I'm most pleased with how the "swinging platform" behavior turned out, 'cause that one's got a lot of uses.
Like...

Image
Set of scales

Image
Ferris wheel platforms

Image
And bendy platform.

...Now I just need to figure out what kind of game I'm making.

 
Go Moon!

Billybobjoe198



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7th October, 2016 at 07/10/2016 07:40:52 -

Fifth, that looks really neat.

 
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UrbanMonk

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7th October, 2016 at 07/10/2016 15:14:21 -

@Fifth: I'm loving that bendy platform. This is amazing!

How did you do the physics? Any chance at releasing the source?

 
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Fifth

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12th October, 2016 at 12/10/2016 21:56:18 -

Thanks!
I might try to release it in some form if I can get it all into a useful state, but right now I don't think there'd be any point.
This is also turning out to be one of the most stupidly complex things I've put together. I've used up all the alterable values for the ground objects and am continuously trying to find ways to store/reuse more.

The physics themselves are just a bunch of applied trigonometry, which is applied on top of the whole polygon collision and hierarchy thing I've got in the engine. Which is mainly just more trigonometry.

 
Go Moon!

path



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14th October, 2016 at 14/10/2016 23:48:52 -

Here is a latest project I was working on. I call it Cry of Fear - Project Zero. It's a fan game of the original Cry of fear Mod for half life. It has 3d elements and a 3d world + Scenes for a horror game. Worked on in multimedia fusion 2 with the OpenGL extension. Also was going to release an open mfa for it if anybody was interested.

<<3D World>>
Image

<<3D Scenes>>
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<<Interactive Menu>>
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<<Switching Weapons>>
Image


Edited by path

 
Nifty stuff & MFAS :
https://www.mediafire.com/folder/b6f0ex3ozd24c/pub

Carnivorous id



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16th October, 2016 at 16/10/2016 18:37:25 -

@path Looks awesome man! I really enjoyed Cry of fear so I'm looking forward to giving this a try!

 


Image
More Carnivorous iD games info @ https://www.facebook.com/carnivorousid/?ref=bookmarks

UrbanMonk

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18th October, 2016 at 18/10/2016 16:42:35 -

@path: really impressive, but I've got to ask, why Fusion? Wouldn't a different engine work better?

 
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Hayo

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19th August, 2017 at 19/08/2017 21:47:51 -



 
www.hayovanreek.nl

nim



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24th August, 2017 at 24/08/2017 15:57:50 -

Looks really good, Hayo! I love the palette and pixel art.

 
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