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Notababyelephant
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« Reply #11461 on: March 06, 2014, 02:59:11 PM » |
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Toterly rad.
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darionmccoy.tumblr.com
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YellowAfterlife
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« Reply #11463 on: March 06, 2014, 06:34:34 PM » |
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Adding online multiplayer to Spelunky Classic.  To my surprise, actually spent more time on rewriting game logic to account more than one player, than working on actual networking code. Still have to fix some things, but already scored 120 deaths, while testing the game with few people yesterday and today.
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Geti
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« Reply #11464 on: March 06, 2014, 06:40:10 PM » |
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Saw that on twitter, looks cool. That's the only spelunky I've played so I'm pretty interested in how it turns out.
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Conker534
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« Reply #11465 on: March 06, 2014, 07:19:16 PM » |
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i should really buy the new Spelunky
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ANtY
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« Reply #11466 on: March 07, 2014, 12:55:35 AM » |
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Adding online multiplayer to Spelunky Classic.  To my surprise, actually spent more time on rewriting game logic to account more than one player, than working on actual networking code. Still have to fix some things, but already scored 120 deaths, while testing the game with few people yesterday and today. I could possibly play this for an hour or so
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Allansona
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« Reply #11467 on: March 07, 2014, 10:20:50 AM » |
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Working on a demo...   This is really looking radical. I can't wait to see some video of it running on Vita. What else will you release on?
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- Without craftsmanship, inspiration is a mere reed shaken in the wind. - Johannes Brahms
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Rat Casket
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« Reply #11468 on: March 08, 2014, 05:26:03 PM » |
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 muffuckin animation controller. which is just a state machine.
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nhkni
Level 0
うぐぅ
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« Reply #11469 on: March 08, 2014, 07:43:43 PM » |
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 Working on some animations for a stealth game. Did the run cycle last night, didn't really think of how dangerous it would be to hold swords like this and sprint at the same time
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framk
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« Reply #11470 on: March 10, 2014, 11:53:01 AM » |
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 muffuckin animation controller. which is just a state machine. I'm assuming this is just checking the vertical speed and assigning sprites accordingly
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Rat Casket
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« Reply #11471 on: March 10, 2014, 12:03:07 PM » |
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Fer the neutral jump, yeah. It checks between a range to set it to that "tucked up" frame.
Fer angled jumps it just checks the horizontal direction against the direction you're facing so it always flips the right way.
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claybornp
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« Reply #11472 on: March 11, 2014, 06:39:45 AM » |
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 Horse hopping adventure!
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« Last Edit: March 11, 2014, 06:50:45 AM by claybornp »
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AlexVsCoding
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« Reply #11473 on: March 11, 2014, 03:36:16 PM » |
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Figuring out the tutorial for OUIJ ABOARD. Game has a tremendous amount to explain in such a short space of time. 
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Geti
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« Reply #11474 on: March 11, 2014, 03:39:09 PM » |
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Horse hopping adventure!
You _really_ need to think about how you're shading things, and what that shading says about the shape of the object and the kind of light shining on it.
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ANtY
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« Reply #11475 on: March 12, 2014, 01:39:56 PM » |
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 Horse hopping adventure! scale consistency ffs!
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claybornp
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« Reply #11476 on: March 12, 2014, 03:26:47 PM » |
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Is that a big deal? I like how it looks, but if the majority of you guys think thats a bad move, I could change it pretty easily.
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Gimym JIMBERT
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« Reply #11477 on: March 12, 2014, 03:37:03 PM » |
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I'm fine with it but not the 38 above
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 ILLOGICAL, random guy on internet, do not trust (lelebĉcülo dum borobürükiss) ! GЮЯЦ TФ ДЯSTӨTZҚД! sonic the heidegger (Überall Geschwindigkeit)
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Code_Assassin
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« Reply #11478 on: March 13, 2014, 05:31:05 PM » |
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Rilem
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« Reply #11479 on: March 14, 2014, 12:08:38 AM » |
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What is this magic jelly. O:
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rilem.nl - @rilemtwit
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