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Blackshift Devlog

Follow me on Twitter. Look at my website. Thursday, 6 August 2015. So I'm finding myself with a lot of time and inclination to work on Blackshift these days, and I've been having a bit of a graphics binge. Translating the yellow and blue guns from Blackshift Classic™into 3D went pretty well (the red is a LASER GUN), although coming up with a decent player model has been difficult, so all screenshots will continue to look like arse. Holdin' a bullet. Other stuff you pick up could appear in the back. 185; ...

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Blackshift Devlog | help-i-am-trapped-in-a-url.blogspot.com Reviews
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Follow me on Twitter. Look at my website. Thursday, 6 August 2015. So I'm finding myself with a lot of time and inclination to work on Blackshift these days, and I've been having a bit of a graphics binge. Translating the yellow and blue guns from Blackshift Classic™into 3D went pretty well (the red is a LASER GUN), although coming up with a decent player model has been difficult, so all screenshots will continue to look like arse. Holdin' a bullet. Other stuff you pick up could appear in the back. 185; ...
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4 not terrible
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links,gunsgunsguns,hey folks,not terrible,too cute,too nothingy,maybe,posted by rga,5 comments,email this,blogthis,share to twitter,share to facebook,share to pinterest,deep underground,more to come,0 comments,belts of conveyance,15 comments,alrighty
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Blackshift Devlog | help-i-am-trapped-in-a-url.blogspot.com Reviews

https://help-i-am-trapped-in-a-url.blogspot.com

Follow me on Twitter. Look at my website. Thursday, 6 August 2015. So I'm finding myself with a lot of time and inclination to work on Blackshift these days, and I've been having a bit of a graphics binge. Translating the yellow and blue guns from Blackshift Classic™into 3D went pretty well (the red is a LASER GUN), although coming up with a decent player model has been difficult, so all screenshots will continue to look like arse. Holdin' a bullet. Other stuff you pick up could appear in the back. 185; ...

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help-i-am-trapped-in-a-url.blogspot.com help-i-am-trapped-in-a-url.blogspot.com
1

Blackshift Devlog: Vidya

http://www.help-i-am-trapped-in-a-url.blogspot.com/2013/09/vidya.html

Follow me on Twitter. Friday, 6 September 2013. Slowly but surely winning the war against placeholder graphics. 6 September 2013 at 16:19. That was soooo cool. It is starting to shape up and would love to see a little Beta issue to play around with elementary blocks and weapons. Maybe you could use one of our elementary levels? On the 3-D view of the elements, it seems that the z-axis is truncated but not a problem. Good work! Watching your posts and waiting patiently! 17 September 2013 at 17:59. 30 Sept...

2

Blackshift Devlog: Some Thoughts

http://www.help-i-am-trapped-in-a-url.blogspot.com/2013/05/some-thoughts.html

Follow me on Twitter. Tuesday, 28 May 2013. I came across a great talk. Today by Matt Gilgenbach of 24 Carat Games, which gave me a lot to think about. As a lone developer with a limited budget (I'm also self-funding) and limited time, it's important to prioritize. My current habit is to look at what I've accomplished so far and think, OK, in what way is it most obvious that this isn't a finished game? Whatever the answer to that question, that's what I work on next. 28 May 2013 at 22:15. Let me get my c...

3

Blackshift Devlog: GUI Progress

http://www.help-i-am-trapped-in-a-url.blogspot.com/2013/08/gui-progress.html

Follow me on Twitter. Friday, 9 August 2013. Here's the current state of Blackshift's GUI:. It does the job, but I'd rather have something a little nicer in the finished game. The level select screen in particular looks cluttered and boring. I've been thinking something more like this would look better:. The icons under each level would show how many secrets you've found, and the last one would be a tick if you've finished the level, and a trophy if you've finished it really fast. 9 August 2013 at 11:50.

4

Blackshift Devlog: So close you can taste it

http://www.help-i-am-trapped-in-a-url.blogspot.com/2014/04/so-close-you-can-taste-it.html

Follow me on Twitter. Sunday, 27 April 2014. So close you can taste it. It's time for another Blackshift update. Progress since last time has mainly been focused on the auto-updater, by which. I mean it has focused on me putting off writing the auto-updater — it turns out that. Writing an auto-updater is a huge pain. But, having one makes things go so much. More smoothly for the players, so that's what I've done (see how much I care. Before releasing the first public alpha* now looks like this:. Hey Rob,...

5

Blackshift Devlog: Deep Underground

http://www.help-i-am-trapped-in-a-url.blogspot.com/2015/08/deep-underground.html

Follow me on Twitter. Monday, 3 August 2015. Each level, whether user-submitted or part of the game, gets its own feel or ‘ambience’. An ambience is made up of things like the music, lighting, and how the non-playable area outside of the level is rendered. Up until now you've only seen the outer-space ambience on this blog, but I've just finished an ‘underground’ one, and more are planned. How about a claustrophobic ambience for maze-like levels? An angry one for enemy-heavy gauntlets? Nah, the ambience ...

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Blackshift Devlog

Follow me on Twitter. Look at my website. Thursday, 6 August 2015. So I'm finding myself with a lot of time and inclination to work on Blackshift these days, and I've been having a bit of a graphics binge. Translating the yellow and blue guns from Blackshift Classic™into 3D went pretty well (the red is a LASER GUN), although coming up with a decent player model has been difficult, so all screenshots will continue to look like arse. Holdin' a bullet. Other stuff you pick up could appear in the back. 185; ...

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