operation bloodshed - devlog #15 - (on-off pressure plates, explosives, new elements/tweaks)
http://vittorioromeo.info
Devlog: http://forums.tigsource.com/index.php?topic=36131.0
GitHub: https://github.com/SuperV1234/SSVBloodshed
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2014-09-29 | [Surface Pro 3] "osu!" gameplay (Touch Keyboard + Pen) |
2014-09-17 | [VLOG] post-summer - (Absence, CppCon, Open Hexagon, ...) |
2014-05-21 | Oh Lord Piglet, guide me. (League of Legends) |
2014-01-03 | Dive into C++11 - [4] - Smart pointers |
2014-01-02 | operation bloodshed - devlog #17 - (text editing, GUI styling, new particles) |
2013-12-15 | Dive into C++11 - [3] - Automatic lifetime, pointers, dynamic allocation |
2013-11-29 | Dive into C++11 - [2] - Frametime, FPS, constexpr, uniform initialization |
2013-11-24 | Dive into C++11 - [1] - Arkanoid clone in 160~ lines of code (SFML 2.1) |
2013-11-23 | operation bloodshed - devlog #16 - (GUI, force fields, bullet boosters) |
2013-10-22 | operation bloodshed - devlog #15 - (on-off pressure plates, explosives, new elements/tweaks) |
2013-10-08 | operation bloodshed - devlog #14 - (new elements, multi-level sectors) |
2013-09-30 | operation bloodshed - devlog #13 - (many new elements) |
2013-09-30 | operation bloodshed - devlog #13 addendum - (example room) |
2013-09-29 | operation bloodshed - devlog #12 - (fully working level editor) |
2013-09-28 | operation bloodshed - devlog #11 - (particle blendmodes, ai changes, wip editor) |
2013-09-26 | operation bloodshed - devlog #10 - (wall autotiling, charge particles, raycasting, new gfx) |
2013-09-25 | operation bloodshed - devlog #9 - (turrets, hp counter, pits, new enemies) |
2013-09-24 | operation bloodshed - devlog #8 - (all enemies can now have weapons) |
2013-09-24 | operation bloodshed - devlog #7 - (major progress: ai, gfx, etc...) |
2013-09-22 | operation bloodshed - devlog #6 - (possible enemy types demonstration) |
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Explosive Material (Film Subject)