Josh Posted January 20, 2022 Posted January 20, 2022 It's kind of strange you are covering up the player with a skull icon, when you put so much work into the death physics. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Yue Posted January 20, 2022 Author Posted January 20, 2022 I'm going to put it a little further down. Quote
Yue Posted January 20, 2022 Author Posted January 20, 2022 @Josh The skull will now appear in the health hud. sdf 4 Quote
Slastraf Posted January 21, 2022 Posted January 21, 2022 I really like the camera movement, even when the character is running it shakes a little. This adds much weight to the animation 1 Quote
Yue Posted January 21, 2022 Author Posted January 21, 2022 10 minutes ago, Slastraf said: I really like the camera movement, even when the character is running it shakes a little. This adds much weight to the animation This is because the character's nape bone serves as a starting point for the camera implementation system, where behind the character is another pivot where the camera is positioned. So when the character moves, the camera follows the movements of that neck bone. 1 Quote
Yue Posted January 21, 2022 Author Posted January 21, 2022 There will be a total of three resources, Scrap, Polymer and electronic components. This is intended to make repairs, build facilities and thus improve them. Other than that we have health kit, oxygen kit and activities to improve endurance. The inventory menu will be at the bottom, something very simple. Quote
Yue Posted January 21, 2022 Author Posted January 21, 2022 Resources are in order. Scrap, polymer, electronics, and erythropoietin. 2 Quote
Marcousik Posted January 22, 2022 Posted January 22, 2022 May I suggest you can add some sort of posteffect red flickering signals on the screen on the edge maybe while the player lacks oxygen - before it dies 1 Quote
Yue Posted January 22, 2022 Author Posted January 22, 2022 Thank you very much for your comment. It is a great idea. I'm working on other game stuff now, but your comment is much appreciated. Here I show an access to a shelter. Quote
Yue Posted January 27, 2022 Author Posted January 27, 2022 --################################################## --# Proyecto : Astrocuco --# Scripter : Yue Rexie. --# Sitio Web : https://www.iris3dgames.xyz --# Fichero : CSound.lua --################################################## --# Notas : Clase CSound para crear objeto --# Sound. --################################################## CSound={ Create=function(self) local this={} setmetatable(this,self) self.__index = self function this:Init() self.sSteps = Sound:Load("Sound/Caminar.wav") self.source = Source:Create() self.source:SetSound(self.sSteps) self.source:SetLoopMode(true) self.sSteps:Release() self.source:Pause() self.source:SetVolume(1) self.Hud = World:GetCurrent():FindEntity("Hud") System:Print(">>>### OBJETO SOUND CREADO ###<<<") end function this:Update() self.source:SetPitch(0.9) if self.Hud.script.gLife > 1 then if player:GetAirborne() == false then -- Player Walk. if Window:GetCurrent():KeyDown(Key.Shift) == false then if Window:GetCurrent():KeyDown(Key.W) or Window:GetCurrent():KeyDown(Key.S) then if self.source:GetState() == Source.Paused then self.source:Resume() end else self.source:Pause() end else self.source:SetPitch(2) -- Player Run. if Window:GetCurrent():KeyDown(Key.W) or Window:GetCurrent():KeyDown(Key.S) then if self.source:GetState() == Source.Paused then self.source:Resume() end else self.source:Pause() end end else self.source:Pause() end else self.source:Pause() end end this:Init() return(this) end } 1 Quote
Josh Posted January 28, 2022 Posted January 28, 2022 The oxygen sounds make it a lot darker. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Yue Posted January 29, 2022 Author Posted January 29, 2022 This almost took my eye out. mport("Scripts/Game/Sounds/CSound.lua") function Script:Start() self.Hud = World:GetCurrent():FindEntity("Hud") self.steps = CSound:Create("Caminar") self.heart = CSound:Create("Corazon") self.asphyxia = CSound:Create("Ahogo") self.steps:SetVolume(0.1) self.heart:SetVolume(0.2) self.asphyxia:SetVolume(0.1) self.sPain = CSound:Create("Dolor") self.sPain:SetLoopMode(false) self.sPain:SetVolume(0.15) self.x = false end function Script:UpdateWorld() self:UpdateSoundHeart() self:UpdateWalkSound() end function Script:UpdateWalkSound() if showMenu == 0 then self.steps:SetPitch(0.9) if self.Hud.script.gLife > 1 then self.x = false if player:GetAirborne() == false then -- Player Walk. if Window:GetCurrent():KeyDown(Key.Shift) == false then if Window:GetCurrent():KeyDown(Key.W) or Window:GetCurrent():KeyDown(Key.S) then if self.steps:GetState() == Source.Paused then self.steps:Resume() end else self.steps:Pause() end else self.steps:SetPitch(2) -- Player Run. if Window:GetCurrent():KeyDown(Key.W) or Window:GetCurrent():KeyDown(Key.S) then if self.steps:GetState() == Source.Paused then self.steps:Resume() end else self.steps:Pause() end end else self.steps:Pause() end else self.steps:Pause() end else self.steps:Pause() end if player.script.ragdoll == true and self.x == false then self.sPain:Play() self.x = true end end function Script:UpdateSoundHeart() if showMenu == 0 then if self.Hud.script.gLife < 1 then self.heart:Pause() self.asphyxia:Pause() end if self.heart:GetState() == Source.Paused then if self.Hud.script.gOxygen == 1 and self.Hud.script.gLife > 1 then self.heart:Resume() self.asphyxia:Resume() end end if self.Hud.script.gOxygen > 1 then self.heart:Pause() self.asphyxia:Pause() end else self.heart:Pause() self.asphyxia:Pause() end end Quote
Yue Posted January 31, 2022 Author Posted January 31, 2022 Now the player can collect electronic components and EPO that is stored in the inventory in a certain amount, when he dies the inventory is reset and these components appear again. Quote
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