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Everything posted by Elia Spallanzani fdt
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If the monster position is near to the door, when the player enter the room must rotate to see the monster, so the monster in that time can get nearer. For the stepping back, a man normally retreats slower than he advances. This could justify the limitation. P.s. please consider that i know little english.
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Ok. if raphael also showed the result at a lower resolution, the creator of the icon could try to optimize. p.s. to limit the problem you could: - establish that monsters preferably move along walls; - prohibit the player from stepping back, or making the move slower. So monsters should appear more often at a short distance
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wait, are you saying your game can't show these images?
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Monsters and objects are drawn with raphael?
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really good music. to make the fight more interesting, maybe limit ammo?
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http://www.indieretronews.com/2020/12/the-latest-raycaster-engine-for-ti-994a.html?m=1
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you can click on the compass.
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the mouse seems a bit too slow and maybe the compass could go in the place of the 6 arrows, which do not seem useful?
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without accent marks it is impossible to translate into French or Italian. Sans caractères accentués, il est impossible de traduire en français ou en italien. Senza caratteri accentati, è pressoché impossibile tradurre in francese o italiano.
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https://atariage.com/forums/topic/305987-raycaster/?tab=comments#comment-4521620
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thought, for example: a block of the wall with a monster face, opening its mouth and launching a bullet. It might be less expensive than making a sprite of it.
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Oh... thought it was a question of replacing one texture with another.
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Would there be a big slowdown if the images of the walls were animated?
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but if you want to make a version of eob, where speed is not critical, wouldn't it be better to use pre-calculated backgrounds at a higher resolution?
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With sams, you could combine adamantyr's game with 3d dungeons.