Azure Lazuline
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« Reply #3720 on: April 26, 2015, 06:31:53 PM » |
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aside from the teleporters, that's just navigating totally normal 3D space though - just an interesting way of presenting it so you can see inside all the "caves" really clearly. Just take both planes and extend them perpendicularly, it makes a normal 3D map
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Miziziziz
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« Reply #3721 on: April 26, 2015, 08:19:31 PM » |
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aside from the teleporters, that's just navigating totally normal 3D space though - just an interesting way of presenting it so you can see inside all the "caves" really clearly. Just take both planes and extend them perpendicularly, it makes a normal 3D map
^ ayup I'm working on adding mechanics(like the teleporter thingy) that take advantage of the nature of the world alignment mechanic, though.
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oahda
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« Reply #3722 on: April 26, 2015, 10:41:03 PM » |
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Was kind of confusing, tho. I had to watch the GIF a few times to understand exactly what happened.
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jiitype
Guest
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« Reply #3723 on: April 27, 2015, 01:11:18 AM » |
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Torchkas
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« Reply #3724 on: April 27, 2015, 07:05:08 AM » |
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I think simply adding an animation to the teleport will make it way less confusing. These mechanics look really cool though.
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Miziziziz
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« Reply #3725 on: April 27, 2015, 10:36:05 AM » |
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I think simply adding an animation to the teleport will make it way less confusing. These mechanics look really cool though.
Yeah, I'm trying to think of a non-intrusive animation that really emphasizes what it does. I added a line that goes from the starting to ending point, but I don't know if it's obvious enough. Really, I think just clean level design on the first level you encounter this mechanic is the most important.
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Torchkas
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« Reply #3726 on: April 27, 2015, 10:49:23 AM » |
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Try to not change the camera perspective for a start maybe?
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Miziziziz
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« Reply #3727 on: April 27, 2015, 11:29:44 AM » |
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Try to not change the camera perspective for a start maybe?
Well, the camera is player controlled. idk, it's just one of those things I'll have to watch people playtest a lot I guess
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Reilly
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« Reply #3728 on: April 27, 2015, 07:57:56 PM » |
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feelin' weirddd
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skaz
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« Reply #3729 on: April 28, 2015, 12:53:41 AM » |
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feelin' weirddd
I feel weird only by looking at it! Cross post from my Devlog, it lacks of explosions here!
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LOST FORTRESS site! 2d action adventure exploration in an abandoned Dwarf fortress, overrun by weird slug-like creatures.
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Azure Lazuline
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« Reply #3730 on: April 28, 2015, 09:07:04 AM » |
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you know what else this thread lacks? ROBOT MUSCLES
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Miziziziz
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« Reply #3731 on: April 29, 2015, 03:40:37 PM » |
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Experimenting with a level selection area:
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Jad
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« Reply #3732 on: April 29, 2015, 11:32:32 PM » |
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if it happens as a reaction to the stomp, then make the thingies appear AFTER the stomping happens
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Miziziziz
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« Reply #3733 on: April 30, 2015, 08:36:21 AM » |
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oh that's just the land animation; I hit 'Play' after I started recording
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robrobby
TIGBaby
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« Reply #3734 on: May 02, 2015, 01:04:09 PM » |
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A shot of the procedurally generated cyberpunk city I'm working on. fantastic view. it has some romantic elements to it that the idea could watch this from my window makes me dream about it. great work!
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YellowAfterlife
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« Reply #3736 on: May 03, 2015, 02:26:22 AM » |
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This is rad. Also, your signature and Tumblr link to a Twiter account, but it's gone?
Making a small game in pico-8: 128x128 screen, 16 fixed colors - some interesting restrictions to work with.
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Kyle O
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« Reply #3737 on: May 03, 2015, 06:59:22 AM » |
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Screwing around with pixel art without the tedium of placing individual pixels.
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sparkling vinegar
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« Reply #3738 on: May 03, 2015, 07:42:02 AM » |
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DEAD END - out on iOS Android & WP8
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Reilly
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« Reply #3739 on: May 03, 2015, 11:06:59 AM » |
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That dirt effect is really satisfying; Love the characters too! Working on a fake boot sequence for Warbits
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