It's been an inexcusable absence, but the dude is on the scene once again.
I've been pressed between finishing The Damned and YouTube. It's incredible that in a periodically short amount of time, YouTube now has videos on just about everything. I even discovered one containing out-takes from Vamp, one of my favourite childhood horror movies.
Progress with The Damned has been, er, damned slow. See, prior to the third level, most of the models I created were humanoid and as such could be made with a minimal amount of mesh adjustments and a few Photoshopped texture maps, but on the third level I have been faced with the task of creating the 'birdmen' monsters that I have conjured in my minds eye. Another issue has been focusing on the actualisation of a foggy landscape. I'm still working on creating the illusion of a believable, animated forest floor, but the ceaseless displays of moving, sometimes animated alpha-channelled images is persistingly costing a lot of processor power and getting around this has been tasking. It's times like this when you wish you had a senior coder with 10 years experience handy.
On the sunnier side of things, Lucifer is looking sweet coming out of the mists, and the 'birdmen' are coming along in a nice, creepy fashion.
A demo of the level 2 boss, EvilK, has replaced the previous link to the first level on your right side, enjoy. Seek out the weakspots!
A bit of free code for those who want it. Mist in AS using the perlin BitmapData filter. Slow as shit, unfortunately.
for (var a = 0; a < 10; ++a)
offsets[a].y = offsets[a].y + offsetSpeeds[a];
} // end of for
datab.perlinNoise(50, 50, 6, rnum, false, true, 1, true, offsets);
var offsetSpeeds = [4, 2];
var rnum:Number = Math.floor(Math.random() * 10);
var datab:BitmapData = new BitmapData(550, 400, false, 0x00CCCCCC);
var offsets = [new flash.geom.Point(0, 0), new flash.geom.Point(0, 0)];
var mc_1:MovieClip = this.createEmptyMovieClip("mc", this.getNextHighestDepth());
onEnterFrame = function ()