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loren schmidt

loren schmidt

@lorenschmidt

i make art, mostly with computers. currently working on an open world RPG with roguelike roots and an experimental bent. cat mom. she / her or they / them.

11 videos

these enemies, like the blue shielded enemies, have a weapon specific paper rock scissors shield. but you can't do good sustained damage with the lance once you break their shield, and you quickly realize this. however, you can juggle it with the shieldbreaker (or scout) to quickly take them down.

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and here is two again, with longer times between shots. this is really neat systems work. there are four weapons (i've seen three). weapons don't have ammo, but can overheat. and they also have firing rate limits. but you can manage this by juggling weapons.

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you /can/ juggle weapon cooldowns in luna abyss. here is two.

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bsky was broken last night, but i made a cute video of the first time my computer turned on for y'all! i wanted to say thank you immensely to everyone who helped w/ tech or Linux questions or who contributed when i was fundraising this. i am going to make so much art on this thing <3

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ok i got those tiny little things into the crevice under the GPU and it is back in! whose hands fit in there. i have long fingers and i can barely reach but the clearance is too little. they should say to connect these before the GPU goes in.

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yeah i took it off but i can't see where these go! they're secretive little guys.

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there we go, the special cases for tall buildings are working for all permutations. they get quite thin and lacy when enough bridges connect to one building!

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i'm working out all the contextually specific behavior now. it's going to work with mixed heights, too. here's a high building (with the new special case bridge handling) connected to a low building.

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i'm adding some special cases for bridges between high buildings. they get special cutouts in the roof, and embankments at the edges of the bridge.

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ok it's buggy, but i did mostly get cloud scrolling working. unfortunately, it ends up breaking a lot of my optimizations (up to 25 ms per frame from 17), so i'll have to leave it on the cutting room floor for now.

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i am adding cloud movement, and i ran into a rather amazing glitch

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