Idea: special kinds of powders , like a zombie powder would ONLY change the color of the ragdoll and make his head and legs and hands green so he would LOOK like a zombie , i dont know if it is a good idea but i am not asking for AI Just a quick way to change the color of the doll , anyways thanks for reading
i forgot to say , orava you said that the cannon from MAD 1 will be added after the expansion and some other things also but u didnt add them , and u told me after a while and its been months
It's still way, way too early to know about any of the details. The prototype is barely playable at this point, with no actual gameplay whatsoever. In addition, I'm the programmer, but it's not a game by myself. Most of the design comes from everyone around the office.
Shoots tracer that in turn trigger items they hit. You can generally hover over the [?] icon in the Spawn menu for info about items with functionality.
hey orava , i was using the campfire with all properties except : alive , sharp , explosive , implosive , antigravity , zero gravity . these are the ones i didnt use , so i was hitting the doll then the campfire exploded and one of the walls turned light blue , what was it?
hey orava , why does the drone laser that have the same color attack each other , it should be like team plz make it like this : drone lasers with same colors dont attack each other that would be cool
maybe i can replicate it , when you bring a doll and a lightsword and stick the lightsword to the doll with more then 5 joints and a the same with the halo , when you save a level they will put a note and you will go into edit mode to see if every thing is ok and everything is ok then you click share or back , when you share one of the joints will stick to the backround , if you didn`t understand try level : devil vs angel done by me and see that the lightsword and halo both one of their joints will stick to the backround , is this good explanation ?
Caused by slight jitter when saving. In the halo's case, you tried to joint to the tiniest part on the whole thing, so it missed when the jitter happened on load. There's not much I can do to reduce the jitter, the only solution is to joint to a thicker/larger part of an object so the joint doesn't spawn "outside" the object on load. P.S. Excessive jointing isn't suggested in any case because it lowers performance, and they'll most likely end up spazzing each other out if moved too much. Three maximum should be just fine.
It was scrapped for being too dodgy. I sometimes showcase experimental stuff that might never make it into the game.