This is going to be super long, so prepare yourself. There will be a point where you will wonder if you should even continue, but in the end the reward will be the journey we have taken together.

Now, as this post is pretty full, I am going to divide it into sections, starting with something cool;

VoxEdit

We have released a new development Tool!

VoxEdit is a tool for editing and viewing image strips in 3D. If you are experienced with this style, then you will also know that drawing in this style can be quite difficult, especially when you don’t know what the finished product looks like. Using this tool means you can edit an image, and view what it looks like in real time, making it easy to draw in this ‘3D layered image’ style!

VoxEdit is currently available for purchase, but there is also a free demo version available;

https://incinious.itch.io/vox-edit



Give it try, and have fun!

Now, on to the rest of this post…

Party Animal



Believe it or not, a lot of work has been done on Party Animal. Now most of that work is technical, so I will start off with showing you some improvements that have been made art-wise. With some of the older maps in Party Animal, the backgrounds were fairly plain and boring. I wasn’t happy with these, as they didn’t match the better quality of more recent maps I have made. Because of this, I have gone back and updated these backgrounds;

The beach now has a lovely view of some cliff faces

Now the Cave map is set on a backdrop of a mountain range

The Penguin watches over his city by night

Some optimisations have been made regarding physics. I realised that bullets shot by players do not need to have physics calculations done by anyone except the person who shot them, as they are the ones that determine if the bullet hits another client or not. This change was a massive improvement, as previously the lag of the game would increase exponentially alongside the number of Clients that were shooting.

Another change was done regarding stability. The way rounds work in Party Animal is that once the round of a gamemode is over, the map resets, and all objects are placed in their original positions. What was happening however, was when a round had ended, and a new round had started, actions sent to the host from a client that had been performed in the previous round were affecting the current round, causing the maps of the clients to become out of sync. In order to prevent this from happening, actions now hold a value of which round they are performed in, so that they will not be performed if the host receives them in a later round.

Also, confetti;

Fred did not appreciate Mikes festive mood

Ludum Dare

So we decided to participate in the most recent Ludum Dare. For those of you who don’t know, Ludum Dare is a ‘Game Jam’, where you need to create a new game within 3 days. For our entry, we made a game named “Body Hiding Simulator 1995″ (Yes, we gave up on finding a good name), where you play as a psychopathic housewife who murders guests, and hides the bodies from her husband.

Nothing to see here

You can play it for free here;

https://incinious.itch.io/body-hiding-simulator-1995



Some people made Gameplay videos of it, and we placed 22nd for humour, which is something…

CONGRATULATIONS!!

You made it to the end of the post!

You win a gif;