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Okay, so I've gotten the functionality for the beetle shell render over the player working! (using the first 3 frames from the beetle shell collect animation as placeholder sprites, these ARE NOT the final sprites)

I made a random level choosing and death screen (the one which shown is a draft. I know I've been a little lost, but it's my weekend)

Posted a new update to my website. Please review the good news: https://mw-industries.com/virtualmonsters/forum?view-topic=37&pa…

This is for anyone interested in my 3d monster collecting MMORPG, Virtual Monsters RPG.

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Here's a short demonstration of the beetle shell power-up in-action! It's not very obvious what it does at the moment because I still need to work on a lot of the effects for it, but the functionality is there if you pay attention to the health bar!

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I've been working on the sprite for the beetle shell power-up drop! I'm thinking when you collect this one, it will kind of poof away similarly to the enemies when they're defeated and play an "equip" sound.

I've replaced the health text on the upper-left corner of the HUD with a healthbar!

I'm playtesting this game while debugging the game and getting the feel of the whole game.

While waiting, here are some shots for today's #screenshotsaturday:

This will probably be the last thing I do today because it's getting pretty late (by my standards since I work very early mornings) but I've gotten the internal implementation for the beetle shell power up working already!!!