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April 25, 2024, 04:10:06 AM

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TIGSource ForumsCommunityDevLogsCloudface
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Author Topic: Cloudface  (Read 192736 times)
siskavard
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« Reply #1100 on: August 02, 2014, 07:18:22 AM »

Cloudface does not know grumpy
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G.K
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@Buckgame


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« Reply #1101 on: August 02, 2014, 08:08:36 AM »

I love this character both for his optimism and his beautiful animations.

Can't wait to try it out  Smiley

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siskavard
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« Reply #1102 on: August 04, 2014, 03:48:40 PM »



gonna start adding some NPC's
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Savick
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« Reply #1103 on: August 04, 2014, 04:02:46 PM »

This has so much character and style to it that it just makes me want to play the game even more.
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Henry_Oswald
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« Reply #1104 on: August 04, 2014, 06:06:36 PM »

That whale has some rocking lenses.
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"Do you think love can bloom even on the battlefield?"
- Otacon
Quill Devlog: http://forums.tigsource.com/index.php?topic=38129.0
Home Website: http://psychospectacle.weebly.com
Watch us on IndieDB: http://www.indiedb.com/games/quill
Follow us on Twitter: https://twitter.com/PsychoSpecs
Sam B
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« Reply #1105 on: August 04, 2014, 07:50:02 PM »

My heart... can't handle any additional awesomeness...
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karlozalb
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Do or do not.There is no try.


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« Reply #1106 on: August 05, 2014, 12:57:08 AM »

whale for president
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Impmaster
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Scary, isn't it?


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« Reply #1107 on: August 06, 2014, 06:13:55 PM »

Is that rito like the poorly spelled riot meme?
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Do I need a signature? Wait, now that I have a Twitter I do: https://twitter.com/theimpmaster
siskavard
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« Reply #1108 on: August 06, 2014, 08:32:47 PM »

no its from Burrito Galaxy
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siskavard
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« Reply #1109 on: August 07, 2014, 07:01:56 AM »

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Henry_Oswald
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« Reply #1110 on: August 07, 2014, 09:06:30 AM »

This gif made my desktop lag for a moment. So much rainbow!
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"Do you think love can bloom even on the battlefield?"
- Otacon
Quill Devlog: http://forums.tigsource.com/index.php?topic=38129.0
Home Website: http://psychospectacle.weebly.com
Watch us on IndieDB: http://www.indiedb.com/games/quill
Follow us on Twitter: https://twitter.com/PsychoSpecs
siskavard
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« Reply #1111 on: August 25, 2014, 08:47:02 PM »

hey we're not dead

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barley
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« Reply #1112 on: August 27, 2014, 12:31:31 AM »

Yeah I keep forgetting to post updates. Finishing off some editor usability stuff:

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Rat Casket
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i can do what i want


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« Reply #1113 on: August 27, 2014, 04:20:17 AM »

what are you some kind of genius?
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siskavard
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« Reply #1114 on: August 27, 2014, 08:10:57 AM »

I've been toying with the idea of entering Cloudface into the IGF for 2015. My only concern is that that would be a gargantuan waste of time & $90. I can see how a game like ours would not even be considered. On the other hand, I obviously think the game we're making is really special. No, we're not trying to invent a new genre or push gaming into a bold & controversial direction. I love games that do that, but that's not the game we're making.

Should I bother?  Shrug

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Rat Casket
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i can do what i want


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« Reply #1115 on: August 27, 2014, 08:17:20 AM »

Depends on if Cloudface is gay or not.

But really I wouldn't bother. Its a wonderful game but its like you said. You aren't reeeaaallly doing anything new? Its a pretty simple game in genera. If only art could win you some IGFs.
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Sam B
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« Reply #1116 on: August 27, 2014, 09:31:41 AM »

Exposure is exposure...
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siskavard
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« Reply #1117 on: August 27, 2014, 09:37:39 AM »

If it was free to enter then I would enter. When you charge money for a chance to be rejected, I start having my doubts.
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barley
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« Reply #1118 on: September 04, 2014, 04:21:43 AM »

Have some physics pictures:


The physics system never really used to keep track of contact points with other colliders, but it does now! At the moment we play the faceplant pushing animation on every horizontal collision, and it looks dumb when the thing you're colliding with is at knee-height. I'm thinking we could probably play a different animation for things that aren't face-level, and maybe even do stuff like have cf hop up short steps and pull himself up onto stuff if he hovers into it at the right height.


Slopes! This isn't 100% finished but the way I have it working is by checking for a slope on a horizontal collision (the second-from-the-bottom raycast hits at a different distance from the bottom raycast) and then firing another raycast downward from a little ahead of the player to find the height of the slope, then I just shift the player to that height. It's so much simpler than all the trig calculations I was doing before and trying to adjust the movement vector, etc.

It almost feels a bit cheaty...

EDIT: also game is now renamed Boxface
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Blambo
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« Reply #1119 on: September 04, 2014, 04:37:47 AM »

Exposure is exposure...

this is a bad attitude
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