Complete Annihilation -Alpha - Page 4

Complete Annihilation -Alpha

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Make sure all borders are pure 0,0,0 black or transparent, depends on blendmode.

Also I'd shorten the laser beams/bullets or use custom projectiles altogether. Either that or give core's fighter beam lasers instead. Would be something different. I mean, look at AA/BA, beamlasers everywhere. XTA is the exact opposite, it's all (slow) capsule lasers. An even mixture of both would be cool.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

I like the lasers though, they felt very fun.
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Thanks for the feedback everyone!

@ Rattle :

I was thinking along the same line as well - have to find something that'd look nifty on fighters.



[Shameless plug]


We Need some more testers for (real games) every day around 7 to 10 GMT or moar - the springie is always up hosting the latest vers of CA *usually*.

And remember to lurk #ca!

[/shameless plug]
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gamer17
Posts: 235
Joined: 21 Feb 2007, 23:51

Post by gamer17 »

I played this just now, and I love it keep up the good work
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