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303
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Feedback / DevLogs / Re: Brigador, isometric vehicle combat -- Trailer + Preorder
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on: May 21, 2014, 08:44:28 AM
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I thought posted a link to the metroid-camera post on /r/gamedev, in response to that perfect manoeuvre gif, because I figured it would be Relevant To Your Interests and was curious how you guys decided to handle it. But somehow that went wrong and the post didn't show But since you already frequent it I'm sure you've seen it already anyway. I'm still curious about how you guys handle the camera though 
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304
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Feedback / DevLogs / Re: Molecule Match - On the Android Play Store (12th May)
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on: May 21, 2014, 08:41:06 AM
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I've been having fun with the "previous new" version, and devised a new form of shuffle-optimising (can't really be called scumming any more). Basically, you connect all atoms you don't want to swap, without completing them. I don't think this is abusive - the effect is very limited, and really only effective when you have, say, two 4-connectors on the edge, and a lot of one/two-connectors in the middle. In that case, statistically, the 4-connectors are more likely to end up in the middle.
Is shuffling completely removed in favour of these new boosters?
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305
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Feedback / DevLogs / Re: Let's Go Camping! = LowPoly3D + Camping + Dungeons
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on: May 20, 2014, 03:56:48 AM
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Congrats on being greenlit!  Also, have you considered letting the players go Hansel and Gretel and let them leave a trail of sticks/crumbs/little rocks? A friend of mine recently shared a story of how she would play a game as a kid: one group of kids would get a ten-minute head-start to craft a trail using chalks, and then the second group, the "hunters", would go look for the first group (who also would divide and hide along the trail) Anyway, the idea of tracking and creating your own trail to backtrack sounds like fun and very much in the spirit of outdoor survival to me.
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306
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Developer / Art / Re: show us some of your pixel work
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on: May 20, 2014, 03:35:29 AM
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 I know it's not very impressive, but it's something. For some reason your image doesn't load for me? Works if I copy/paste the link from the link I see here in the reply box.
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307
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Feedback / DevLogs / Re: StarDiver - Scifi Space Romp[PC,Mac,Linux, Consoles]
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on: May 17, 2014, 08:47:18 AM
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Not that you should worry too much about realism, but taking Jupiter as an average sized gas giant with its radius of ~440000 km, estimating that the faster clouds I see in your video take ~10 seconds to go from front to side, so circle around the planet in around 40 seconds, I estimate that they are traveling at roughly 11000 km / s, or over 30000 times the speed of sound at Earth pressure, or 1/30th of the speed of light.
That's some fast gas.
Now, about that moon I see...
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309
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Developer / Art / Re: show us some of your pixel work
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on: May 13, 2014, 08:45:15 AM
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I love all the sprites on their own, but when taken together it feels like the house, the bushes and the well have inconsistent overhead perspective.
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310
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Developer / Art / Re: show us some of your pixel work
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on: May 12, 2014, 10:29:29 AM
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Very nice for a first!
If you want to polish it more, I'd say the knees "snap" a bit too much, and the total lack of rotation on the sword looks unrealistic (she would have insanely strong wrists if she managed to do that).
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311
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Feedback / DevLogs / Re: Cogmind (sci-fi robot-themed roguelike)
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on: May 12, 2014, 10:13:19 AM
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Any game that tries to maintain at least a semblance of realistic audio experience must consider that objects hitting other objects make unique sounds. Metal on wood, stone on stone, wood on dirt… That's some serious dedication.
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313
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Feedback / DevLogs / Re: How to Be a Tree
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on: May 03, 2014, 02:47:39 PM
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You could make the tree stump cracked like this:  ... and then have the level progression follow and branch like those cracks?
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315
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Feedback / DevLogs / Re: Cogmind (sci-fi robot-themed roguelike)
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on: May 01, 2014, 12:27:43 PM
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That said I'm afraid it's next to impossible to get a good-looking video of ASCII on YouTube due to the aggressive compression  Too bad I can't do something like... gif w/sound. I've been told upscaling to 4K improves the quality of Youtube movies at the lower resolutions. So basically, even when the source material is 720p it pays to upscale it to "1440p" before uploading to get a better 720p result on Youtube. Yes, really. Don't know if that will fix your problem though.
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