Ash was a mini-boss who was way too ahead of time, which was the main reason why he got taken out of the Western releases of SOR3 and you only ever see him in Bare Knuckle III.
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Threads by latest replies - Page 71
If Animal Crossing is a "game", then the Netflix library browser is also a "game".
oneshot thread
Does anyone have more videos by this CS:GO BVLL?
Decided to make a Soysphere-themed Isaac mod. Will be posting notes on mod progress once in a while. (I'm a lazy SLF so I may not be posting for several days)
I'll start with redrawing sprites of enemies and bosses. Submit your suggestions: what to redraw, add, etc. My trip is !!My7E8JfPJg
I'll start with redrawing sprites of enemies and bosses. Submit your suggestions: what to redraw, add, etc. My trip is !!My7E8JfPJg
3.0MiB, 1040x814, Automatic_mesh_placement_old_video.webm
Hello soyjak party. For the past 1.5 months, i have been creating an unfinished game.
UNFINISHED. CURRENTLY IN A SHITTY STATE
Tldr: Unfinished "Daggerfall dungeon imitation" - dark 3D-mazes underground. Focus on making them so big that orientation is impossible for people not trained. (so that it takes 10+ hours to get out, if you manage to, at all) (for comparison, the most time it took me in a daggerfall dungeon was 5 hours, but that was full exploration)
Currently, i have (, skipping over creating objects in unity and blender, which i replaced with scripting,) created an automatic mesh/maze-generation system. I make premade "blocks", and it automatically places and connects them, and then creates the mesh…
Also a menu and some other snca, but now 4 days ago i started making an in-game block-editor, and it works.
-Ideas what to do with this? I could continue to further replicate daggerfall…
-My ideas so far are to add survival/hunger/fatigue/climbing and temperature mechanics, to make it about getting out before starving (also light mechanics), and also to add a "shooter" mode, where you play a battle royale in the maze, with pistols or some other weapons. In darkness, without a map, randomly generated or otherwise obfuscated. (perhaps with a hunger and food-supply mechanic so that more kills=more time you can survive)
-I can easily advance the "block-editor" further or add more variations. My "goal" is even to create an "automatic-block-generator" that uses few values or something to create hundreds of variants.
-another plan is to, some time later, after finishing this part, connect this to a "surface-world"… but i dont want a fantasy world. … not sure, but that would allow for an "fantasy-world-maze-exploration-"game to be created.
-About "blocks" themselves: So far, i have only been using rectangles (since i just learned mesh generation, this was easier), but i am planning to create non-rectangular and further different parts, perhaps.
Question: What "spaces" would be good in such a "dungeon"/maze? A giant room? Just empty air/beds/creatures inhabiting it? So far, i wanted to make it "as realistic as possible", so i decided to only add "bigger caves" and water. and perhaps sand or dust or rocks (or minerals?). What ideas do you have? I could add one block that has the remains of a former explorer (but i dont think its a good idea).
Snca: I made this because i grew "bored" with daggerfall dungeons and thought of having something more extreme, bigger, more complicated. They were Snca: to small for me.
Snca: If you want to learn what daggerfall is, just google "daggerfall unity" and download- its free, and if you just click start and continue, Snca: then you will automatically start in a "dungeon", and if you then enter "map_revealall" into the console and then click "m", you can see the Snca: 3D-map of the whole dungeon, to get an image.
Snca: If you have knowledge or suggestions how to make a better editor (different placement modes, different buttons, different info showing?), you
Snca: can comment this here as well.
Snca: I intent to progress-post once i make some bigger changes, or, if i abandon the project, post that.
Snca: Also the mesh is automatically only created around the player, because placing everything would lag the game.
Snca: I apparently have to redo some things because the lightning doesnt work or some normals or other things arent finalized
-no actual walking through the tunnels footage because thats old and right now i'd have to disrupt the current setup to show that. just imagine roblox walking first person through a square small hallway (except its endless)
UNFINISHED. CURRENTLY IN A SHITTY STATE
Tldr: Unfinished "Daggerfall dungeon imitation" - dark 3D-mazes underground. Focus on making them so big that orientation is impossible for people not trained. (so that it takes 10+ hours to get out, if you manage to, at all) (for comparison, the most time it took me in a daggerfall dungeon was 5 hours, but that was full exploration)
Currently, i have (, skipping over creating objects in unity and blender, which i replaced with scripting,) created an automatic mesh/maze-generation system. I make premade "blocks", and it automatically places and connects them, and then creates the mesh…
Also a menu and some other snca, but now 4 days ago i started making an in-game block-editor, and it works.
-Ideas what to do with this? I could continue to further replicate daggerfall…
-My ideas so far are to add survival/hunger/fatigue/climbing and temperature mechanics, to make it about getting out before starving (also light mechanics), and also to add a "shooter" mode, where you play a battle royale in the maze, with pistols or some other weapons. In darkness, without a map, randomly generated or otherwise obfuscated. (perhaps with a hunger and food-supply mechanic so that more kills=more time you can survive)
-I can easily advance the "block-editor" further or add more variations. My "goal" is even to create an "automatic-block-generator" that uses few values or something to create hundreds of variants.
-another plan is to, some time later, after finishing this part, connect this to a "surface-world"… but i dont want a fantasy world. … not sure, but that would allow for an "fantasy-world-maze-exploration-"game to be created.
-About "blocks" themselves: So far, i have only been using rectangles (since i just learned mesh generation, this was easier), but i am planning to create non-rectangular and further different parts, perhaps.
Question: What "spaces" would be good in such a "dungeon"/maze? A giant room? Just empty air/beds/creatures inhabiting it? So far, i wanted to make it "as realistic as possible", so i decided to only add "bigger caves" and water. and perhaps sand or dust or rocks (or minerals?). What ideas do you have? I could add one block that has the remains of a former explorer (but i dont think its a good idea).
Snca: I made this because i grew "bored" with daggerfall dungeons and thought of having something more extreme, bigger, more complicated. They were Snca: to small for me.
Snca: If you want to learn what daggerfall is, just google "daggerfall unity" and download- its free, and if you just click start and continue, Snca: then you will automatically start in a "dungeon", and if you then enter "map_revealall" into the console and then click "m", you can see the Snca: 3D-map of the whole dungeon, to get an image.
Snca: If you have knowledge or suggestions how to make a better editor (different placement modes, different buttons, different info showing?), you
Snca: can comment this here as well.
Snca: I intent to progress-post once i make some bigger changes, or, if i abandon the project, post that.
Snca: Also the mesh is automatically only created around the player, because placing everything would lag the game.
Snca: I apparently have to redo some things because the lightning doesnt work or some normals or other things arent finalized
-no actual walking through the tunnels footage because thats old and right now i'd have to disrupt the current setup to show that. just imagine roblox walking first person through a square small hallway (except its endless)
Quoted By:
>>57003
so when Kojimbo puts an androgynous character in a game it's suddenly "based and redpilled"?
Quoted By:
>>56949
member when fnaf was cool?
Quoted By:
>>56954
Allow me to sperg out about some SNCA real quick.
Most people just remember Aooni as that one RPG Maker horror game from Le Old Internet o algo, but it actually has a series of light novels.
The novels are keyed as fuck and I wish more people read them. They sold like dogshit doe so J-Novel only translated the first 5.
They're really good horror stories and the characters are interesting enough for any aspie worth his salt to latch onto.
They're really easy to find for free on Goygle too.
I doubt there's any active 'teens who've actually read them, so consider this an anonymous recommendation.
Most people just remember Aooni as that one RPG Maker horror game from Le Old Internet o algo, but it actually has a series of light novels.
The novels are keyed as fuck and I wish more people read them. They sold like dogshit doe so J-Novel only translated the first 5.
They're really good horror stories and the characters are interesting enough for any aspie worth his salt to latch onto.
They're really easy to find for free on Goygle too.
I doubt there's any active 'teens who've actually read them, so consider this an anonymous recommendation.
This is such a nothingburger video. He's just reciting off wiki pages and is barley adding anything to discussion or giving criticism or his opinions other than calling it autism when the topic is so shitty that theres so much gems a chuddy youtuber like him could have mined when tearing the Sonic.exe revivals apart.

