Gyruss, Cover art by Tomo Yamamoto, 1988

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Gyruss, Cover art by Tomo Yamamoto, 1988
Jesse's states of mind seeing her Hiss infected brother after 17 years
This time, I decided to do a programming exercise of a simple boss battle which will prepare me to make more complex boss battles for my future games. Normally I would prefer making it into an fps project battle boss, but I decided to do it similarly to a tank shooter-styled game to learn different ways of mechanics to use for my future games. WHAT I AM DEMONSTRATING: •  Player can move backward and forwards and rotate around. •  Player can shoot orbs from in front of him instead of using ray casts. •  The turret boss can aim and shoot cannonballs at the player wherever he is. •  The turret boss randomizes a minimum and maximum shoot force and fire rate. •  Both the player and the turret boss have health which determines the win-or-lose factor of the game. WHAT I LEARNED: •  Assigning game object variables with nulls is a good way to reduce errors when starting the project, except when they are called by in script by methods, awakes, or updates. •  Making game objects flash by mesh renderer when damaged then back to their original color which was stored in the awake function. •  Getting object references from projectiles by using their game object name instead of tags. •  Made simple particles for the cannonball and magic orbs. For the orbs, they combine lots of particles to make 1 orb. •  Adding relative force to Cannonball’s rigid body relative to its coordinative system. •  The difference between PlayOneshot audio parameters compared with play Audios. •  Getting the turret to randomize with Random.range with fire rate and force of cannonballs respectfully. •  Not getting the UI methods in the update function otherwise it wastes performance in the game manager. •  Static variables can be saved in the game Manager and be updated whenever called from other scripts. •  For orbs, I can use the audio length to play a certain sound before self-destroying the game object. Making sure the audio plays its full sound without cutting off. OVERALL: It was a nice and short exercise, I think usually boss battles are a bit more complex than this one, but I learned different ways of making mechanics that will be useful for my toolbelt in future development. #gamedevelopmentÂ
Pushing and Pulling of Players and Obstacles. For combat and puzzle solving. Both have different stat requirements for pushing. Being pushed or pulled can also make you vulnerable to follow up attack. Â
Mommy Dimitrescu
"Huh!? How dare you make me blush mortal!... I quess you're gonna pay for that now~"
Art by me, reshares and reposts are fine as long as you tag me :3
One year later, the ANGEL SLAYER returns in †††LUCAH: THE DESCENT †††a FREE expansion for LUCAH: BORN OF A DREAM, launching AUGUST 21 on Itch, Steam, and Switch †††prepare for #LUCAHgame's greatest challenge yet, surviving this bloody palace to bring light and closure to Lucah's world †††††††‪Get the game AVAILABLE NOW at ‬https://www.nintendo.com/games/detail/lucah-born-of-a-dream-switch/ †††††††#LUCAHgame #indiegame #horrorgame #gameart #pixelart #bornofadream #ドット絵 #gaming #games #indiegames #indiegamedev #actiongame #nintendo #nintendoswitch #religion #catholic #guilt https://www.instagram.com/p/B1KHWKFgNvf/?igshid=l62pr4jqmtpj
Cool shot (^▽^) <(`^´)>
Grand Stone Giant #1 Surviving in City Simuator 2020 – Xe Máy, Xe Van, Xe Cảnh Sát, Xe Cứu Thương