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Machimanta

Member Since 05 Jun 2009
Offline Last Active Yesterday, 09:27 PM

Posts I've Made

In Topic: Under The Galaxy

07 May 2013 - 02:11 AM

I really like the intro, it gives a very nice vibe! You should make the hammer spawn in your first slot, instead of the bottom of the inventory - it's easier to figure out. The graphics style is very nice, along with the gameplay. I like where this is headed!


In Topic: Global Anarchy | Online FPS

28 April 2013 - 07:35 PM

Casually bumping our 2yr old topic ftw.


In Topic: Previews Of Upcoming Games

11 March 2013 - 02:24 AM

Vitality
Vitality is a randomly generated RPG. It's of heavy inspiration from both Minecraft and Terraria, except being built in a direction both only slightly touched on. Vitality will not just be a sandbox open-world, but also an RPG. You will be able to work, grow, and advance randomly generated villages through different ages. Examples would the Stone Age, Iron Age, Industrial Age, Space Age, etc. Instead of just being a randomly open-ended do-what-you-want game where you feel you have not much goal, Vitality aims to be a more structured, semi-story driven attempt at the block-sandbox genre.

Here's a Multiplayer Gameplay Video:
https://www.youtube.com/watch?v=qrrj9HpqMb0

Here are a few screenshots (ignore the half-naked player :3):
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Note: The game is being made by both me and MishMash.

In Topic: Sandblox

10 March 2013 - 06:42 AM

Please stop the pointless bumps informing on future updates, it's annoying. Just inform us when the update arrives, thanks.

In Topic: [UPDATED] 2D-Minecraft: Chests, Nether, Mines!

22 February 2013 - 05:37 AM

I made a ridiculous amount of progress with the terrain gen today. I was able to get the terrain to save to a ds grid and for the controller to draw it to the screen, and then to get Steve to check for positions on the ground and allow for the same movement accordingly. I also was able to re-add Plains, Forests & Extreme Hills so far, although they still need work. All that's left to do is to re-code the mobs to check for the grid the same way Steve does and to re-code the break object to check for the grid as well.

tl;dr, The grids are working, which means all future updates should be smoother in many of the aspects of their operation. This includes lag, which should be minimal or nonexistant from here on out.


Sounds good, can't wait to see how it looks!