Ay, no problem! And yeah, as far as I know, we can’t have proper fading yet, so we’ll have to stick with classic Minecraft lighting lol
What happened here
Been a while! A lot has changed since I last saw you active - a lot of SOL updates, a new smaller game project, and a lot of other fun stuff. If you have any questions, let me know:D
SOL - UPDATE VIDEO!
This video contains the latest lighting update and parallax update, as well as some particle and dialogue features. Still very in pre-alpha, but just wanted to show some progress!
Also, first video on the YouTube channel for my games:D
Let me know what you think!
Even in pre-alpha this game looks super promising! Even just the atmosphere of the game feels so cool. I can’t wait to see this world fully fleshed out!
Thank you tons:D putting in work whenever I can, really happy with the lighting and parallax stuff I was able to make.
NEW AND IMPROVED - LIGHTING EXAMPLE!
Updated the lighting example with what I learned making SOL’s latest lighting features! Now features optimized environmental lighting, lighting exits and entrance, and lighting radius auto cut-off!
See the example here: LIGHTING EXAMPLE v2
also… FOREGROUND PARALLAX EXAMPLE!
Flowlab unfortunately does not have a built in foreground parallax system, unlike it having a background parallax system. So, I made my own!
Check it out here: PARALLAX EXAMPLE
Leave any questions, comments, or concerns in the comments below:D
This is awesome! Can’t wait to steal all your examples and ideas
No problem, I want them to be “stolen” XD
wow, that foreground parallax looks great, and that’s always something I wanted to try, how did you make it?
Oh nevermind lol saw the example
is it alright if I “borrow” this code? I can credit you
Credit if you want to (it will be appreciated;D), and you’re welcome to use it! I made the examples so y’all can use them in your games lol
That parallax stuff is trippy to look at if you also have y parallax. I will copy and paste soon
nice, your code has now been “borrowed” I’ll credit you in the desc.
I am now putting random piles of spaceship junk in the foreground of August Silence
Let me know if there’s any issues - I’d be happy to fix anything in the future:)
quick question about the parallax, how did you make the parallax object different sizes?
I noticed in the editor that the object was stretched out but didn’t have any code that did that.
So, I just found this out about a month ago, but when you click “edit” on an object, you’ll see that the in editor object will have a small box UI to it’s bottom right. You click and hold, then drag to change it’s size.
Apparently @grazer has a Trello list to make it so you can rotate and have a ton more options with this.
If you’re still confused, just let me know. I think I could make a quick video either tonight or tomorrow evening.
wow, that’s amazing, never knew it even existed, thanks for showing that.
Ay, no problemo. I didn’t either, and it’s great to have for making a variety of environmental stuff and keeping a variety.
Warning though - hitboxes are a bit wonky when you do this, similar to the size behavior, it retains the original object-size hitbox.
ANNOUNCEMENT - PLY-ENT WORKSHOP!
I’ve recently taken an interest of making examples, so I think I’ll be keeping them in a new spot: the Ply-Ent Workshop! This will be an ongoing project and will have a “beta” release when it has enough unique examples inside of it, and will be a hub for several existing examples (ex: Lighting, Parallax, Follower), as well as many more down the road.
I don’t plan for this to be a regular behavior library, but something of my own. It’ll have some other behavior library stuff inside of it, but I’ll be doing my best to include FX that I create myself uniquely for you all to enjoy!
The current examples already have the water mark to them, and will be connected to the Workshop in the future. But for now, you will still be able to enjoy them:) This being said, new examples (depending on how big they are) won’t be released here, but will be hidden in the Workshop until the “beta” release.
See you all till then! Game development is still going on, so more on that later! Stay tuned!
SOL - GAME UPDATE
Nothing in the DATE-A! Remake of late (other than a couple minor fixes), but got some new fixes and features in SOL:
- New raycast detection system for combat. Makes the melee attack feel more consistent and fair for the player, instead of using an object hitbox.
- Fixed an issue where the lighting would not fade from dark to light after going out of an exit the first time. Ease now works correctly.
- Fixed an issue with the parallax effect where it would jitter when coming into view due to an incorrectly placed update.
- Updated the enemy health system, as well as it’s health bar and detection system to be more consistent.
Nothing to major or big, but I’ve been a little busy, so that’s what I’ve got Don’t worry, won’t stop their! Stay tuned!!!