RobinsonX (Game ChangeLogs)
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(Oh sorry, I have to delay the Room Customization feature! 😬 I will fix and refine everything before I add more things.)
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I'm still collaborating with @BD-Studios! I'll still work on BotPixel, it's just that I will be slower than usual. -
Taking a huge break from BotPixel, I'm currently putting all my focus and effort in Bouncing Baskets. ;)
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I have reset my iPad. (to save unused storage)
Don't worry, I had backupped everything just in case I need it.I want to say that I'm currently going to be off hyperPad for a while since school is starting. I'm prepping for school-related projects and upcoming classes, tough. 😬
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New inventory system showcase in 4:3 aspect ratio.
I made a scrolling system, it will adapt to all aspect ratios.
As of currently, the scrolling works for all aspect ratios, though they will need to be tweaked a little.
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Thank you @Kamdroid! Will fix in the next update. :)
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Great, school's back in 3 days for me.. 😬
Taking an another break like I always do.
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It'd be cool for you to release a project with all your custom UI components, they're pretty well done and smooth.
Such as, scrolling system, sliders, checkboxes, buttons, etc.
Though that might be something for when hyperPad allows importing projects into existing ones.
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@Kamdroid I would like to, but I want to wait for the feature to import something into an another project. Or at least a method to copy and paste objects from one object to another.
Sure, I can share UI projects, it's that nobody will get to use them in their own projects. One would have to build the UI manually.
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Nice paralaxing effect!
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Added in sound effects. There is also daily bonus for logging in each day and your avatar is now visible in the lobby.
(Though, please note that accounts do not exist yet.)
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Taking my time, slow and cool.
I'm starting to make the gameplay, and I am introducing bots into the mix. My goal is to make them mimic real players, and then start using them in matches.
You've probably noticed that the bullets don't travel at a speed, they now instantly zip until it hits something. (Basically raycasting.)
The reason for this, is to optimize and use as little physical objects as possible. Some basic geometry can make raycasting possible, without having to use any physical objects. (Though, for every wall and object in the map, this will become a challenge)The hardest part is making the player models and the graphics. I'll keep the same animations from the previous versions and possibly make some tweaks and improvements.