Well, fellas! I managed to figure out how to make sprites like the water transparent in SMF (for those who want to know, you have to make THEM the first ones created in the room; also, they CANNOT have shaders) and now I'm giving Shaundi the ability to swim underwater! Aw yeah!
Yeah with transparent objects they have to be rendered after everything else, if theyre drawn before, the depth test will not draw the objects behind it cus theres already something there that's in front of it
Cool, maybe you could do something like when she's in swimming mode, check if the camera is over\colliding with any water planes in 2d, set a "water_level", then check if it's below this,
that'd work with different water heights
Well well well, it's been a while since I last visited here. I really should update this more often, cuz I've been doing a lot of work for these past months.
And here i show a number of videos to demonstrate what I've done!
The last one's recent, and so are these
Like I said, I came a loooong way. You can now blow enemies' heads off, there are now cutscenes, there are now things I fixed...
The game's almost ready for a demo. I jsut gotta fix and add some special stuffs and it'll be released around January or February! Wish me luck~
My absolute favourite thing about this latest video, and the project in general, is just how professional it all comes across. I don't feel like I'm looking at some average attempt at making a basic 3D project in a primarily-2D engine, I'm looking at a proper, fully-fledged 3D game altogether. It's like watching a spinoff of Conker's Bad Fur Day, especially with the maturity. Honestly, the only piece of "criticism" I have is that I wish it had voice acting, but even then I'm not sure if the game would be better with it. It's projects like these that inspire me to keep pushing forward with my FPS. I'm so looking forward to the final release!