Author Topic: Blastlabs [Axe]  (Read 47920 times)

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Offline Builderboy

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Re: Blastlabs [Axe]
« Reply #45 on: September 18, 2012, 11:28:08 pm »
Aww i liked the particle effects you posted on Cemetech better :[

Offline leafy

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Re: Blastlabs [Axe]
« Reply #46 on: September 18, 2012, 11:30:55 pm »
Well, calc84maniac said they looked questionable (read: urine) so I changed them :P I think it still looks pretty decent, but if you want to make any arguments against it I'm all ears!
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Offline Builderboy

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Re: Blastlabs [Axe]
« Reply #47 on: September 18, 2012, 11:39:29 pm »
Mmm I supose I could see that.  Either way though it looks great ^^

Offline LincolnB

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Re: Blastlabs [Axe]
« Reply #48 on: September 18, 2012, 11:42:11 pm »
hahahaha the ceme screenie totally looks like urine.
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Offline parserp

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Re: Blastlabs [Axe]
« Reply #49 on: September 19, 2012, 12:55:56 am »
O.O it totally does- makes you wonder what the real point of this game is x.x

Offline nikitouzz

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Re: Blastlabs [Axe]
« Reply #50 on: September 19, 2012, 12:30:57 pm »
this is a really good project :) but you can have it with the code for particles? : p
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Offline Stefan Bauwens

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Re: Blastlabs [Axe]
« Reply #51 on: September 19, 2012, 12:44:04 pm »
hahahaha the ceme screenie totally looks like urine.
For the people who don't go on cemetech, share our laugh( >:D)

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Offline TheMachine02

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Re: Blastlabs [Axe]
« Reply #52 on: September 19, 2012, 01:09:59 pm »
I don't see wath wrong...  ???

else great project !
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Offline Sorunome

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Re: Blastlabs [Axe]
« Reply #53 on: September 19, 2012, 11:28:06 pm »
lol
* Sorunome runs and lost
the new way looks more awesome IMO anyways :P

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Offline DJ Omnimaga

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Re: Blastlabs [Axe]
« Reply #54 on: October 14, 2012, 10:51:33 pm »
Lol I remember checking this and saw the urine part XD. By the way is that still being worked on? ???

Offline LincolnB

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Re: Blastlabs [Axe]
« Reply #55 on: October 21, 2012, 10:36:05 pm »
Runer's helped me optimize the particle engine to perfection, and I've also gotten dynamic tilemapping working!

Dynamic tile mapping? Tell me more.
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Offline Hayleia

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Re: Blastlabs [Axe]
« Reply #56 on: October 22, 2012, 02:47:38 am »
Dynamic tile mapping? Tell me more.
He means that in the data, all the walls are represented by the same number, but on the screen, they are represented by different sprites according to their neighbours ;)
I made that too in Robbox and for some reason, it works perfectly for level 1 but not for level 2 ???
edit nvm, it was me being stupid, it works now
« Last Edit: October 22, 2012, 01:16:55 pm by Hayleia »
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Offline LincolnB

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Re: Blastlabs [Axe]
« Reply #57 on: October 23, 2012, 10:23:47 pm »
Hm, like what I saw in Portal X. Me gusta.
Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
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Talk to me if you need help with Axe coding.


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Offline leafy

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Re: Blastlabs [Axe]
« Reply #58 on: October 23, 2012, 10:50:12 pm »
Tag and Graviter used it too :D
As for Blastlabs, I'm thinking of turning it into something different. I'm not sure what yet, but I'm thinking about it :D
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Offline shmibs

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Re: Blastlabs [Axe]
« Reply #59 on: October 24, 2012, 11:27:18 am »
* shmibs stabs leafy to actually finish something!
(though it's not like i'm much of a role model in that regard :P)