Itâs time we posted the demo build of our action RPG, Beelzebox! Feel free to download it and share your thoughts and critique. https://shodanon.itch.io/beelzebox
No title available

ellievsbear
No title available
PUT YOUR BEARD IN MY MOUTH
ojovivo
h

shark vs the universe
Sade Olutola
Game of Thrones Daily
I'd rather be in outer space đ¸
YOU ARE THE REASON
No title available
$LAYYYTER

â
Sweet Seals For You, Always
Keni
"I'm Dorothy Gale from Kansas"

blake kathryn
Lint Roller? I Barely Know Her

if i look back, i am lost

seen from Canada

seen from Germany

seen from United States
seen from United Kingdom

seen from United States
seen from Italy

seen from Singapore

seen from United States
seen from Saudi Arabia
seen from France

seen from Guatemala

seen from Germany

seen from France

seen from Singapore
seen from United States

seen from Germany
seen from Netherlands
seen from United States

seen from Chile
seen from United Kingdom
@drokdev
Itâs time we posted the demo build of our action RPG, Beelzebox! Feel free to download it and share your thoughts and critique. https://shodanon.itch.io/beelzebox
Have some mountains!
Progress Update - 1/5/18 - 79.2% Complete
Completed:
Final Overworld Maps - 14.2% in progress; 71.7% complete
April Fools!
Maid Adventures
New pixelart sneak preview
Finished all the new UI designs
Worked on updating the UI
Worked on adding new battle animations, and updating current ones
Worked on updating the overworld sprite designs
Worked on improving and simplifying algorithms
Some optimization work to reduce shader overhead
Coming up next:
Round 4 Preparation
Demo Release Preparation
This path month focused on art upgrades, but also programming improvements and optimizations.
Keep reading
80% done? Youâre almost halfway there.
Maybe one day, I will actually be able to generate terrain like this!
You will never see the city in this much detail in game. It probably wonât have these textures at all even. Nevertheless, here is the city.
I am still alive
and I am almost done implementing saving and loading!
Hey bro, you still working on the game? Hope to hear from you.
Yes! Yes I am. I just don't do much on this blog because I'm a very disorganized individual.I've also re-done the terrain stuff from scratch and have implemented pathfinding.https://imgur.com/a/UCqZv
TERRAIN BLENDING FINALLY WORKS (these are not final textures by any means)
Divine Right of Kings: The Astral Chaos
It has been argued that the Astral Chaos is older than time itself. Considering that the great scholars have never managed to find the creators of the Chaos, this explanation is quite accepted. The Chaos, or at least the part that we inhabit, is littered with shards of land, water, air, and magic. The laws of physics vary from place to place, with as many variants as there were stars in the sky in the old world of Telthor. When we fled, we first settled in the strange ruins we found. From the maps, scrolls, and tablets we were able to decipher, we concluded that floating throughout the Astral Chaos was the ruins of worlds long ended. Thus, the Chaos had its second name: the Graveyard of Worlds.
Making a Toon Fire in Unity with some minor edits to shaders
Masked shader : http://pastebin.com/rDpfjM5FÂ
Masked Particle Additive : http://pastebin.com/VEWGYEZp
More here : Â >Patreon Link<
Saving this for later.
UV mapping now works with terrain!
After painstakingly coding some shit up, I managed to make a UV map on terrain. You can now see materials on the procedurally generated mesh.
I used this particular image as a material so that I could see if I was getting any distortion. Thankfully, I wasnât! The distortion you see here is from the height generation. Going forward, I now have to figure out how the hell Iâm going to apply procedural materials to this. I did make a material that was smart enough to know when to be cliff and when to be flat land in Blenderâs Cycles renderer, but I donât know how to only apply it to part of the mesh. The Unity manual talks about âsub-meshesâ, and I understand that you can âbakeâ materials in Blender and maybe export them to Unity? I have more reading to do, clearly.
Too late to post pics but
perlin noise now works
Iâve gotten the basic shape of the procedural mesh to work. I havenât hooked it up to a heightmap or anything yet, but I will in due time.
A fun Portal effect using Masked shaders and particles :)
Alphablended Masked Particle shader:Â pastebin.com/vDKT0LPi
More here : Â >Patreon Link<
the pellet gun is implemented
and pellety
dem animations doe
Iâve begun work on the âworldâ stage of the game. This involves a procedurally-generated mesh upon which cities and tile improvements can be placed. Once I learned how to actually generate meshes from nothing, the actual hexagon itself was easy to create. HOWEVER, placing these in the staggered grid fashion was actually a total pain in the ass, since I had to get all of the iterations EXACTLY RIGHT.