![]() Cue us dropping everything we had going on to get both of our released games into an Epic ready state, luckily for us Epic on one week of hardcore working seems to be a functional and well put together environment to release games, so most things went down without a hassle. For us it came out from nowhere an email dropped in my inbox stating Epic Store was letting in anyone to release their game in the same way steam was as of that moment. So i guess that you could use 3 of those and 6 Damage per Size modifiers.This week has been a full on chaos at our small studio. ![]() ![]() PS: The legendary StickyWall modifiert increases the size 300%. One other downside is, that most barrels are sticking next to the base, because they are so big, that only a straight shoot would make like 1 or 2 not stick to the wall, so there are also a lot more enemies on screen and make the game slow down more. The game also slows down a lot (i ended up with less than 1 shoot per second), because there are so many projectiles sticking to the wall. I ran 100 waves from 300 to 400 and only found two StickWall modifiers. But the sticky wall drops not enough to actually finish the build in ~150 waves. You can replace the SizeIncrease and Bounce with 3* Sticky Walls, That would give a size increase of 1000% and with that 400% bonus dmg that would be 40000% damage increase and very big explosions. ![]() What I like about yours is that it does not require any super rare items like super ball or repeater. ![]() My explosions only hit half the map not the whole thing so YMMV. More damage per and two less slots - but the size gives huge explosions so I ended up putting in a single size bonus anyway. I got a 5star "Super Ball" and a 1x Repeater (600%) speed. Originally posted by jzahnen4:Yea! My infinite game was nearly the same thing. ![]()
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![]() ![]() "We want the players to have that beautiful experience of discovering things on their own, to be surprised," Chmielarz said. Not too much is known about Witchfire, as a result. If you haven't heard much about Witchfire, it's because The Astronauts is a small studio and unwilling to share spoilers-and every reveal they make feels like it could be a spoiler. ![]() Just before launch, we interviewed Chmielarz and The Astronauts Game Designer Karol Krok and asked them what to expect from Witchfire, how it came to be, and what the development process was like. The rescue, unlikely as it was, came thanks to human greed and stupidity." This line-taken from a short story called The Preyer written by The Astronauts' Creative Director Adrian Chmielarz-sets up the world of Witchfire, releases today (September 20) in Early Access on the Epic Games Store. Were the last drop to have gone, so would I be too, awakening in Hell. "The witchfire in my blood had cooled, with most of it having already evaporated. ![]() ![]() ![]() II - These have Pattern ID's that can increase/decrease the concentration of a particular "stain" of the pattern in a certain area, or move around the "stain" to certain areas which can make the skin slightly more appealing. I - The skin's change to the pattern are so minimal you can't really find a pattern that can be considered better. V - Night and day differences between patterns, can be considered as two skins within same skin nameĭescriptive version of the classification with examples IV - Noticeable color changes OR noticeable alignment features, both with community recognized patterns and preferences III - Noticeable pattern presence/absence OR slight pattern alignment features II - Pattern moves around, almost unnoticeable This guide is taste-independent, meaning that even skins considered ugly to most, like, for instances, the Aug Condemned, are still classified with a correct value that reflects how much the skin changes depending on the PatternID (This skin is classified as a IV as it can be almost full orange top, full gray top, or double-colored with a nice, centered division). This classification method was placed with the intent to facilitate quick, vertical reading of this guide, while still being able to use CTRL+F to find skins with the wanted level of importance. These skins are then classified with a value from I to V in terms of importance of the PatternID to the aspect of the said skin. Now In this guide, I list all skins that are affected by the PatternID. I know it's useless, no need to comment that again :) I figured, if I already have all of this done to myself and I find it useful, maybe someone else will find it useful as well, so I posted it. ![]() ![]() Secondly I'd like to explain that I had this done for myself because I like to hunt every single special skin for my collection. Going BS might help you with being unique while still looking cool! ![]() First I'd like to present the Patina and Gunsmith Skins guide, which may interest you if you like to have unique items. ![]() ![]() ![]() Direct Camera Connect fails to show previews in Import Dialog (Mac).Lightroom Classic 12.4 Crashing when Windows Media Feature Pack not installed. ![]()
![]() ![]() UltraCompare's power is unparalleled with the ability to compare up to 3 files or folders at once! Track changes, merge differences, and more with UltraCompare's intuitive interface. ![]() The power of UltraEdit and UltraCompare together is unrivaled! Even better, UltraCompare integrates with UltraEdit and UEStudio to provide a seamless unified text editing and file management solution. UltraCompare is loaded with features to enable you to easily compare, track and merge differences between text files and folders. Supported OS: Windows 10, Windows 8.Free Download IDM UltraCompare Professional 23.1.0.23 + Portable Free Download | 87.7/82.8 Mb Highlight source System Requirements and Technical Details New PHP function checks syntax of all open PHP files Run and test your PHP/Ruby scripts from within UEStudio Run your application from within UEStudio Integrated debugger support for WinDbg for Microsoft C/C++ applications Support for multiple SVN/CVS modules within a project Integrated compiler support (note: compilers not included with IDE) Visual Studio 6/05 project to UEStudio project conversion Much… UEStudio '09… is designed to transform the way you do business Features of IDM UEStudio UEStudio '09 is based on the critically acclaimed UltraEdit v14, but it goes above and beyond to provide you with an interface that should provide amazing new functionality, as well as a host of powerful new features - like a built-in PHP debugger, updated version control, and more. UEStudio, boasting all the features of UltraEdit plus the power of IDE. ![]() Free download IDM UEStudio 23.1.0.23 full version standalone offline installer for Windows PC, IDM UEStudio Overview ![]() ![]() That’s because I’m still working on everything, and it’s all a work in progress. You might also notice that the sword swing animation looks different than it did in the original footage. There will be other off-hand items besides shields that will compliment different play styles. But you don’t have to play like this, you could just as well charge in aggressively, and if you can pull it off, you’ll defeat enemies more quickly that way. The shield/stun mechanic rewards more cautious, patient players who wait for a window of opportunity. ![]() While an enemy is stunned, you can attack them much faster, as seen above. ![]() Many attacks can be blocked with a shield, and in most cases, blocking an attack causes the enemy to become “stunned”. You may have noticed this from the earlier video footage, but there are shields in this game. On the contrary, almost everything in Haunted Chocolatier, including the combat, is completely coded (and drawn) from scratch. You can rest assured that I’m not “copying and pasting” Stardew’s combat. Haunted Chocolatier has a greater focus on combat, so it needs to be very fun, satisfying, and engaging, while also appropriately fitting into the big picture. One thing I want to mention is the combat. I probably won’t stick to any defined schedule, but instead just post things when it feels right. I plan on using this blog in a casual way, to write about what I’m up to and to share tidbits about Haunted Chocolatier. ![]() Now I am back into the “grind” of making the game (which I enjoy). It’s been a lot of fun to see everyone’s reaction after working on this for over a year, in secret. Thanks so much for all the kind words about the announcement last week. ![]() |
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