Rat Casket
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« Reply #2460 on: August 13, 2014, 03:11:19 PM » |
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that is hard shit to do
congrats man
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lobstersteve
Guest
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« Reply #2461 on: August 13, 2014, 04:01:24 PM » |
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Thx Took me actually much less time then i expected (i sheduled like two bug - searching days) . Still needs some fine tuning though .
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Rat Casket
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« Reply #2462 on: August 13, 2014, 04:04:53 PM » |
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im *still* wrestling with normal moving platforms so more power to ya
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biomechanic
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« Reply #2464 on: August 13, 2014, 10:38:33 PM » |
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The parentheses on the middle one look too flickery. The other two could work as different states: the left one freshly lit, blazing and smoky; the right one more stable, or maybe dying out.
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Reilly
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« Reply #2465 on: August 14, 2014, 08:56:51 AM » |
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I prefer the more subtle version on the right.
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mihiic
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« Reply #2466 on: August 14, 2014, 10:57:59 AM » |
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Codestar
Level 1
One man, one game
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« Reply #2467 on: August 14, 2014, 11:39:59 AM » |
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I got some terrain destruction/manipulation with autotiling working for my game! I'm so happy about it I had to make a gif! :D
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ANtY
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« Reply #2468 on: August 14, 2014, 12:12:26 PM » |
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Sik
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« Reply #2469 on: August 14, 2014, 01:28:19 PM » |
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Finally got around making GIFs of my game. Shame it's near finished =P The script that handles that part of the animation is a total mess, by the way (looks like I started to push the extremely dumb cutscene language to its limits): # Wait, what? # (this is so horribly carefully timed...) setanim 90 enemies roller_fast setpos 90 -220 24 move 90 1536 0 40 delay 16 play jump setanim 120 sol jump jump 120 0 -1600 48 24 delay 24 play crash jump 90 1024 0 64 144 delay 8 setanim 120 sol fall jump 90 0 -512 48 144 delay 33 setanim 120 sol idle setflip 120 none
# Sol's reaction text left
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standardcombo
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« Reply #2470 on: August 14, 2014, 03:28:41 PM » |
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I think you spelled Dimension wrong. Cool animations.
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Thomas Finch
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« Reply #2471 on: August 15, 2014, 06:00:04 PM » |
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Pugatory v3.0: http://gfycat.com/AptNaughtyAfricanharrierhawkLast week, I showed off Purgatory, the game's world hub. This week, I've made many changes and improvements. Clouds are bigger, better randomized, more appealing, less frequent and slower. The floor is now seperated into four strips that move at different speeds. The ground's cloud flair now has 20 variations rather than the old 7 variations. It also now moves from left to right at a similar speed to ground it touches. The dark versions of door have been added for worlds that are yet to be completed by the player. Lastly, the cloud doors now randomize their frame when created so the doors don't look synchronized.
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joeyspacerocks
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« Reply #2472 on: August 16, 2014, 05:30:29 AM » |
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The hero takes a little swim in Spooky Pooky ...
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0x0961h
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« Reply #2473 on: August 16, 2014, 01:05:56 PM » |
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Level Completed sequence! Yay!
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Pinqu!
Level 1
So it has come to this
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« Reply #2474 on: August 17, 2014, 11:58:24 AM » |
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The hero takes a little swim in Spooky Pooky ... Nice watereffect!
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pythagean
Level 0
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« Reply #2475 on: August 17, 2014, 03:42:36 PM » |
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Looks interesting! Can't wait to see more
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standardcombo
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« Reply #2476 on: August 17, 2014, 06:09:40 PM » |
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The hero takes a little swim in Spooky Pooky ... The water distortion is superb When the dude is exiting the water the parallaxing background overlapping with the brown foreground is kinda weird, i think that could be improved. Edit: Perhaps the issue is your parallax equation, I've had this problem before where the pixels jump back and forth... I was using a round equation, changed that to a floor and it improved dramatically.
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Terrorbuns
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« Reply #2477 on: August 17, 2014, 06:37:29 PM » |
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Lots of neat stuff everyone! Cannot repeat enough how much I love seeing gifs in action; they're like mini videos :'] I also worked on the sunset bg a bit so it's a tad bit less blinding now :0
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Rat Casket
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« Reply #2478 on: August 17, 2014, 06:52:30 PM » |
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Looks awesome. But your ground tiles and background tiles are really really close to the same color and hard to differentiate from one another.
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joeyspacerocks
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« Reply #2479 on: August 18, 2014, 12:21:27 AM » |
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The hero takes a little swim in Spooky Pooky ...
...
The water distortion is superb When the dude is exiting the water the parallaxing background overlapping with the brown foreground is kinda weird, i think that could be improved. Edit: Perhaps the issue is your parallax equation, I've had this problem before where the pixels jump back and forth... I was using a round equation, changed that to a floor and it improved dramatically. Thanks (and to @Pinqu!). You're right about the parallax (or rather just the tile rendering in general) - the issue is actually in a flawed attempt to be clever with camera but it gives the same effect - looking into it. The water effect is really dead simple - just some trig in a shader, but nicely effective even at the low resolution I'm using.
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