Jump to content

damik

Members
  • Posts

    52
  • Joined

  • Last visited

Everything posted by damik

  1. sorry, up images is default blending
  2. i don't understand what this happen )), but this my screenshots before and after befor after
  3. Playing with bots Please, vote this game on greenlight! :oops: steam://url/CommunityFilePage/766192818 http://steamcommunity.com/sharedfiles/filedetails/?id=766192818 MrSMxWExpAM
  4. when was open sourced. from site http://www.gamedev.ru/industry/news/Torque3D_OpenSource
  5. started programming bots ai Please, vote this game on greenlight! :oops: http://steamcommunity.com/sharedfiles/filedetails/?id=766192818 InQuHrpGgpc
  6. this my color schema and highlighting for c#. In settings->Fonts&Color: Schema: Import Highlighting Text Styles: Import https://www.dropbox.com/s/mwxk71336suhkml/kateschem.7z?dl=0
  7. try %vel = VectorDist( "0 0 0", %obj.getVelocity() );
  8. 1. minimap: display towers and their hpbars when get damage. display camera. 2. spectator mode. can not observe enemy if he is not visible on minimap. 3. teleports on lines and fountain. xCGsXhKGcXo
  9. thank. no demo yet, maybe over a few weeks will be ready. yes, i changed engine with c++.
  10. change two skills, weapon and monsters behavior. modify minimap and some gui. 1. VACUUM BOMB. All enemys in radius move to centre. If collide with wall or terrain get damage and stun. More speed - more damage and stun time. 2. TELEPORT SHOT. add debuff "SLOW" and tower aggro. 3. Neutral monsters: when character hit monster he regenerate part of health and energy. when health of monster < 20% he always show on mini map. After kill monster from him drop two runes of random skills and spawn new wave of friendly creeps. 4. minimap: color of icon equal color of player nickname. control character have yellow arrow and more bright icon. 5. GUI help control and skills. 6. mini icons of debuffs. 7. draw bar of current health under value of get damge. 8. shoot down the bullet due to mana if the primary weapon is still in cooldown. 9. team chat - ENTER, global - SHIFT ENTER. When a message arrives chat shows and after a time hiding. 10. time in game and in chat messages. 11. when deny friendly player - show exclamation point and chat message. qKfx_t5oq9o Please, vote this game on greenlight! :oops: http://steamcommunity.com/sharedfiles/filedetails/?id=766192818
  11. add team health bars with timers of death. specific color for each ability above team health bars icons and for nicknames. chat with game events.
  12. damik

    IPV6 Support

    the future is very useful for countries where most people are sitting at the NAT. good job!
  13. when recorded movie, we played four of us and it was fun ))
  14. Please, vote this game on greenlight! :oops: http://steamcommunity.com/sharedfiles/filedetails/?id=766192818 UzlBBw1HInU "Crit & Splash" - MOBA shooter with gameplay like DOTA. Features: View from the first and third person. Only ranged attack( no melee heroes ). Headshot increases the damage. Homing bullets. Shoot down enemy bullets. The presence of jumps and teleporters. Neutral monsters with advanced intelligence. Rune random abilities. Acceleration and flight ( It requires energy ). Leveling properties and modifiers attacks: Properties: health, attack, attack speed, health regeneration and energy consumption. Modifiers of attack: restoration of health from the damage, critical damage, splash damage, micro stunning. Currently 5 ultimate abilities: Stun Shot: damage and stun for one (two) enemy units. Stun Bomb: damage and stunning enemy units in radius ( more enemy units - greater damage). Laser Shot: damage all enemy units in its path. Vacuum Bomb: sucks in enemy units and dealing periodic damage. When collision with wall - stunning. Teleport Shot: greater height of the fall after a teleport - greater damage. All enemies in radius get damage and launched into the air. Runes: Fall from neutral monsters: random skill, double damage, increased attack speed, health regeneration, gold.
  15. function WeaponImage::onFire( %this, %obj, %slot ) { %p = new Projectile() { dataBlock = ProjectileData; sourceObject = %obj; sourceSlot = %slot; sourceClass = %obj.getClassName(); }; } function ProjectileData::onCollision( %data, %proj, %col, %fade, %pos%normal ) { %col.damage( %proj, %pos, %dmg, %data.damageType ); } function PlayerData::damage( %this, %obj, %sourceObject, %position, %damage, %damageType ) { %shooter = %sourceObject.sourceObject; if( %shooter.team $= %obj.team ) echo( "FRIENDLY FIRE" ); }
×
×
  • Create New...