KillPixel Games

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KillPixel Games

KillPixel Games

@KillPixelGames

Creator of Butt Gunners, THREAT VECTOR and WRATH: Aeon of Ruin

Katılım Eylül 2014
36 Takip Edilen1.3K Takipçiler
KillPixel Games
KillPixel Games@KillPixelGames·
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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KillPixel Games
KillPixel Games@KillPixelGames·
@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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KillPixel Games
KillPixel Games@KillPixelGames·
Low poly skybox elements. 169 tris for the volcano (could be lower, but needed more for vertex blending), 416 for the smoke. not bad, considering the scale.
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KillPixel Games
KillPixel Games@KillPixelGames·
@wesleyw825 RIP eardrums, sorry bout that! i actually considered stripping the audio before uploading for that very reason...
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KillPixel Games
KillPixel Games@KillPixelGames·
@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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ZooL
ZooL@ZooL_Smith·
Do we know which game invented the "execute enemy to restore resources" gameplay mechanic? It 100% wasn't Doom 2016 as Warhammer Space Marine and Metal Gear Rising already had this.
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Team Beef - VR Ports
Team Beef - VR Ports@TeamBeefVR·
@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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WRATH: Aeon of Ruin VR
WRATH: Aeon of Ruin VR@Wrath_VR·
Concept art for The Executioner, one of WRATH VR’s nastier residents. 💀
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KillPixel Games
KillPixel Games@KillPixelGames·
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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Christopher
Christopher@chrisyabsleydev·
Trailer work for Heathen. Trying to capture that 90s CGI vibe.
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KillPixel Games
KillPixel Games@KillPixelGames·
@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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Apogee Entertainment
Apogee Entertainment@Apogee_Ent·
What’s a gaming memory you’ll always associate with your mom?
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KillPixel Games
KillPixel Games@KillPixelGames·
@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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KillPixel Games
KillPixel Games@KillPixelGames·
@Kalmender TV is still on track for 2027 and will resume regularly scheduled programming after BG is out the door
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TheGoatArtist
TheGoatArtist@Kalmender·
@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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KillPixel Games
KillPixel Games@KillPixelGames·
@thomasmahler I use damage/health numbers for dev/debugging, but definitely not as a game feature.
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thomasmahler
thomasmahler@thomasmahler·
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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Jim
Jim@Jmgennisson·
Modified (again) the texture of the Patient 0 because I'm never satisfied of what I do.
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