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KillPixel Games
287 posts

KillPixel Games
@KillPixelGames
Creator of Butt Gunners, THREAT VECTOR and WRATH: Aeon of Ruin
Katılım Eylül 2014
36 Takip Edilen1.3K Takipçiler

id tech 3 shaders make water like this possible in a quake engine.
the water shown here is simply additive blended textures that have either frame animation (surface, caustics) or multiple scrolling planes (waterfalls) which are lit (lightmap or vertex) and have soft, alpha blended edges. the caustics are just decals, and the water color is faked by tinting the world texture beneath the surface.
the water assets account for around 4% of the game's current 70mb download size.

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@CodingKaiju @SubwayBuilder both are good editors, i just prefer NRC. it's been a long time since i've used TB, but at the time it didn't have the level of control i wanted and was more suited for q1/2 bsp, as opposed to q3/source type stuff. i hear that has changed and both editors are fairly comparable.
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@KillPixelGames @SubwayBuilder Why do you use netradiant-custom over Trenchbroom?
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@wesleyw825 RIP eardrums, sorry bout that! i actually considered stripping the audio before uploading for that very reason...
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@KillPixelGames nothing oculd have prepared me for the double jump. very cool tho!
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@SubwayBuilder modeled in blender, maps made in netradiant-custom
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@ZooL_Smith gears of war had a chainsaw execution that restored health. not sure about the first implementation fps. AvP 2010 had protracted qte executions, but i don't remember if the player gained resources.
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@TeamBeefVR @Wrath_VR excellent, Carlos contributed a bunch of cool stuff.
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@KillPixelGames @Wrath_VR Arturo def did a fantastic job on those designs. Also the later concepts done by Carlos G. Ortega are outstanding. We will show some of those too in the coming weeks.
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Wish I could take credit for this design (one of my favorites), but that goes to Arturo Pahua. I only provided the general idea and feedback during iteration.
This is my only bit of "concept art" for this guy that I can find:
I just looked, and Arturo's portfolio is no longer on artstation. Bummer! He's done a lot of cool stuff. Arturo is also responsible for the Invader holding his head with three arms, among other things.

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@Wrath_VR Shout-out to Jeremiah Fox aka @KillPixelGames for those amazing original designs!
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@chrisyabsleydev I was trying to remember what game that was from until I read the post
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@Apogee_Ent eight year old me got smacked after getting caught in the wee hours playing duke nukem 3d (was banned in the household at the time). didn't help i was looking at the posters in the theater at the moment she caught me.
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@dblasphemy take with fats and magnesium to assist absorption. may even want to look into taking 5x that amount of vitamin d for a couple months. midday sunlight to maximize uvb is even better.
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@Kalmender TV is still on track for 2027 and will resume regularly scheduled programming after BG is out the door
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@KillPixelGames Do you have any updates on THREAT VECTOR? Any news from that one? The animations here are lookin' smooth, good job so far! I hope this game succeeds!
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@thomasmahler I use damage/health numbers for dev/debugging, but definitely not as a game feature.
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Hey folks,
Watch the video below and you'll see how I integrated floating damage numbers and health bars into some older FPS games that didn't have either.
Internally, I made the argument that games are always better if players have as direct feedback as possible. And floating damage numbers and healthbars do exactly that:
- Damage Numbers tell me exactly how much damage each action dealt
- Healthbars show me exactly how much progress I made towards the enemies demise
So, how do people generally feel about this stuff? Are you in favor of damage numbers and health bars or against it?
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Hey! This is #wishlistwednesday ! Show your news projects here and 💬+🔁+❤️ this post! #gamedev #indiedev #gamedesign #indiegames #indiegamedev #indiegame #gamedevelopment #gaming #game #dev #gamedesign #indiegames #indiegamedev #indiegame #gamedevelopment #gaming #game #dev

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