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Devlog
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Devlog
Little optimization to performance
November 30, 2018
by
lucaslizama
1
The game should run a little better now, the optimization was to graphics rendering, but in consecuence the game size scaled quite a bit, from 60mb to 300mb, technically 500mb decompressed, I could up...
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Player Initial Health Fix
November 29, 2018
by
lucaslizama
Quick fix, if you wondered why life bar went down at the start of a match, I forgot to put initial health to 100, I was testing some stuff and didn't change the values back, my bad. It's fixed now...
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More UI Enhancements an Menu Music
November 29, 2018
by
lucaslizama
As the title says, the menus are prettier, and theres music playing on them, as I write this, I remebered that the sphere surrounding the game arena, was supposed to shrink and cause damage to players...
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2 Days Left (Main Game Loop Implemented)
November 28, 2018
by
lucaslizama
You can play the game against other people, max 5 players, the basics should be working, and you can win the game. The last two days will be used for visual and hopefully audio improvements. It's been...
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5 Days Left
November 25, 2018
by
lucaslizama
Hello everyone, it's been some time since the last update but I didn't want to upload a new build before having something significant to show, but right now the counter marks 5 days left and some hour...
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You can now damage other players :D
November 22, 2018
by
lucaslizama
So today I made some UI and HUD Managers, added some smooth animation to the healt and shield bars (Yes we now have shields), also you can now damage other players and be damaged and see how that bar...
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Lag Fixed for the client (Now for reals...Maybe...)
November 21, 2018
by
lucaslizama
Okay so, I thought Visual lag was fixed...it was not, but now I tried another aproach, tl;dr, basically instead of shooting in the local game, I was telling the server I was shooting so I shot at the...
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Improved Shooting Lag
November 20, 2018
by
lucaslizama
1
Since this is my first time making a multiplayer game, my first big problem to solve was latency between clients and host. While the host had perfect shooting timing, the clients were experiencing not...
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