Pushing the graphics engine and the end of the weekend
The details here are bit hard to see in this scaled down front pic, so if there’s ever a time to click on the fullsize screenshot […]
The details here are bit hard to see in this scaled down front pic, so if there’s ever a time to click on the fullsize screenshot […]
Did some adjustments to my water ripple code to get rid of the repetitive texture, it looks a lot smoother now and the small waves sparkle […]
Today was mostly a polish and debugging day, so nothing major to report (yet). However the newest addition to the engine is damage types, which […]
This is it, the big one. I finally added the functionality that allows Arashi to use one item on another item. This was a multi-tiered […]
Since today’s update doesn’t have anything new visually (well it’s more something you have to see in action since the character animation isn’t in place […]
Arashi and Ket dicuss the situation This is a multi-screenshot endeavor today. Thanks to help from the XNA forums (most notably mtnPhil and scoy), I managed […]