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There are also rats with weapons but they are from Beyond Oasis and I think that if you go beyond the oasis it's normal to see rats with weapons.
Beyond Oasis is where everythin happens True, they come from that land, but are soon going to be replaced as well, by the other rat down in my signature vvv
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Nice! Looking forward to downloading the new version!
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Forgot to fix the live icon, dude.
I didn't, they were fixed today. one banana a time makes Chimp a healthy monkey, all bananas at the same time make him a sick monkey, if you get my drift
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http://www.youtube.com/watch?v=PQacBAj8VCk
so much for animal rights...
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but I'm working in a hotel in France:( .
is this a student exchange program?
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if you ever come to work in Portugal say something, we can hang out in free times
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physics test passed with excellent grades:
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physics test passed with excellent grades:
good stuff. when will the demo be released?
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Hopefully within a maximum of 2 weeks we'll be back to public beta releases, meaning the long awaited "no-rip" version is coming, and everyone will be able to try all the new stuff
0.3 "complete" is scheduled to August 15, which largely coincides with the start or middle of vacation for most people. The team will also take the chance to rest from this project.
this "complete" version should include all that we had planned for 0.3, while public betas will be snapshots of our way through.
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Remember Abe from Abe's Odissey? "hello" "wait" "follow me" "ok"... that game immortalized those expressions in a small replica of normal everyday communication. just like we say "hello" to people and everyone reacts in a different way, characters did the same.
Open Surge Engine seems well capable of replicating this to some extent. Notice that you may see some bugs in the video, as this is very early progress in making good artificial intelligence in OSE.
This is NOT a modded "follow the leader" object. It's what i learned from it
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Awesome.
A pair of suggestions to make it better:
1.Rework the A.I. (that's pretty obvious) to allow the followers to jump and follow you more accurately (i would love to see the code)
2. Put a button for every companion or an "all follow" option.
"The true master is always learning"
Avatar by Raul Sama.
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currently there is a limitation in the engine that makes it so that players far from the screen are not updated. that breaks the AI a little. I can't use "respawns" because that would allow certain characters into areas they're not supposed to visit.
Jumping is in the next thing to come up for this sytem. As well as anyone following you attacking any enemy they come across. Pretty much the same as "Guard" but while moving instead of stopped. If all planned stuff proves feasible, AI will be picky and some characters will refuse orders from certain other characters, and of course, will know better what to do in most game situations. Quita a headache, but it pays
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What time is it?
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What time is it?
awesome. remembers me of zelda majora's mask.
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A little fun while rewriting the shots system
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A little fun while rewriting the shots system
nice, though the physics of the bombs could get some more work.
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bump! post #1 updated
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SD is evolving very nicely , though this new beta still has plenty of bugs
for example, if i fall in an abyss, my character keeps jumping from nowhere, while playing the death sound (but not dying at all) repeatedly. I can't quit the level, nor escape the abyss, and therefore I'm forced to close the game.
another thing is the tutorial level: i sense that the brickset is wrong somehow (or the level isn't complete).
i'll post some screens when i get home.
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for example, if i fall in an abyss, my character keeps jumping from nowhere, while playing the death sound (but not dying at all) repeatedly. I can't quit the level, nor escape the abyss, and therefore I'm forced to close the game.
this is kind of embarrassing, but that bug has been with us for a long time now. There will be no abyss falls in the full release.
another thing is the tutorial level: i sense that the brickset is wrong somehow (or the level isn't complete).
yup, the first level in the tutorial got broken due to the recent change in brickset standards, this is the 2nd or 3rd time levels are being rebuilt, so expect some more cases like that until we get everything right.
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well, then you know the problems already. here are some screenshots anyway:
hard to read
i'm forced to close the game
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There i fixed it!
http://dl.dropbox.com/u/20216605/SD%20D … 202011.zip
*Intro text bug solved
*Tutorial first level now displays proper bricks
Known bugs:
*In tutorial mode, the in-game menu does not work properly: No background, switching does not work.
*Pit death bug persists. Try not to fall off screen for now
*Interiors mostly unavailable/empty. Only Michio's house is available. (the one you start in front of).
*Entering a house and exiting while in tutorial mode may cause strange issues, because the links are for "story" levels
How to use this fix:
1.Get the pack from post number one
2.extract this differential pack to the same folder as the previous and overwrite any files.
3.done!
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I approve Mechanical Marathon too!
Creating and Editing Sprites.
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