MXL Sigma: Screenshot Thread

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Nitz
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whist wrote:Image


Isn't the background ugly? Like in the middle is a straight line and it goes darker.
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whist
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Nitz wrote:Isn't the background ugly? Like in the middle is a straight line and it goes darker.

Yes, wasn't meant to be like this and will be fixed.
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whist
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Sprites limit is gone, thanks to Firehawk. I was actually going to do this myself, but he ended up working on it before me and sent me the edits, so you can thank him for saving me some time, which is good because it means we can release the first patch sooner ;)
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Previously, I showed off gold transactions (pickup, drop, buy, sell, etc) notifications. The code handling this was actually refactored to be used as a general purpose "push notification" system. A few more notifications were merged into this system. Additionally, each of these notifications will be togglable via the in-game configuration.

new gold transaction notifications
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durability warnings. this will not display an icon in top right of the screen anymore, but rather use push notifications
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the notification received when the entrance of a dungeon is sealed
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Somnus
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OMG ASDFASDFS *I DIED*

cookie!!!!!!!!!!!
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Hiehvorak
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whist wrote:we can release the first patch sooner



So sigma will soon no longer a myth
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A New Start
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whist wrote:Sprites limit is gone


This may sound a little dirty but... I had a boner
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whist
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The code handling boss fight lifebars has been rewritten from scratch. The first implementation of this was kind of sloppy and limited, and even had a few bugs. Along with the contribution of our favorite GFX artist Inertia, here's how it looks now

Single boss fight. The little orbs you see under the lifebar represents the boss' immunities (immune to all here for testing purposes)
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And additionally, multiple boss fights no longer need to be hardcoded to work, the code handles it dynamically, as seen here
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Taem
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Looking absolutely incredible! You've come a long way. It's going to be amazing!
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Calypso1992
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whist wrote:The code handling boss fight lifebars has be rewritten from scratch. The first implementation of this was kind of sloppy and limited, and even had a few bugs. Along with the contribution of our favorite GFX artist Inertia, here's how it looks now

Single boss fight. The little orbs you see under the lifebar represents the boss' immunities (immune to all here for testing purposes)
Image

And additionally, multiple boss fights no longer need to be hardcoded to work, the code handles it dynamically, as seen here
Image
Image
Image


You glorious c*nts. I'm so proud of you. Keep up the good work and I'll tuck a few ones into that E-string of yours.
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With the sprite limit removed, will the game still be laggy while sound is enabled? I know with sound off you can prevent lag issues ingame (Dcow runs for example is a good way to experience said lag).