Jad
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« Reply #2640 on: September 11, 2014, 05:47:43 AM » |
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YellowAfterlife
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« Reply #2641 on: September 11, 2014, 07:19:06 AM » |
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HOT HOT HOT HOT kaleidoscopic geometric Thanks! Added polygon editing today:
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Nikas
Level 1
drink drank drunk
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« Reply #2642 on: September 11, 2014, 03:34:58 PM » |
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I would like to show you my WIP mobile game called "Drunken Pistoletov". The game is about Pistoletov, which is a rum lover. We are flying drunken Pistoletov in space and try to avoid any meteorites. Unless we are drunk. Then we don't care about any obstacles. What do you think? [GIF] http://i.imgur.com/gNatyGQ.gif Hello! I would like to show you my WIP mobile game called "Drunken Pistoletov". The game is about Pistoletov, which is a rum lover. We are flying drunken Pistoletov in space and try to avoid any meteorites. Unless we are drunk. Then we don't care about any obstacles. What do you think?
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Lexonite
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« Reply #2643 on: September 12, 2014, 05:11:53 PM » |
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cool polygon stuff, yellowafterlife. AMT, maybe the battlescene should be 3d too? I like the pixely textures. here's what I got.. Peasants seeking refuge from Dragons, and the Knight upgrading them to Archers.
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TeeGee
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« Reply #2645 on: September 12, 2014, 10:58:20 PM » |
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Testing the new Bonfire art style in action:
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Sik
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« Reply #2646 on: September 12, 2014, 11:32:10 PM » |
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Honestly I think that the switch to the frame with the sword forwards should happen a bit earlier, as it is right now it looks like the enemy is getting hurt because the player lands on it, not because it got slashed.
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Zack Bell
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« Reply #2647 on: September 12, 2014, 11:47:13 PM » |
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Messing w/ suggestions from the devlog. Short-range teleports w/ the original long (snap to contact) variation as a charge-shot or sorts. However, there still exists a lame looking camera during long-distance warping. Thoughts? SLOW-ISH PANNING? INSTANT?
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Thomas Finch
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« Reply #2648 on: September 12, 2014, 11:55:28 PM » |
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You could set the camera to wait something like 1/5th a second before moving, then move towards the correct spot at around 1/20th the distance per step. It'd create a sense of speed without doing an immediate snap to.
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Azure Lazuline
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« Reply #2649 on: September 13, 2014, 12:12:15 AM » |
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camera.position += (player.position - camera.position) / 10
Interpolate it something like this, so it will never be too far behind, but longer teleports make the camera go faster. That teleport mechanic looks like a total blast to play with by the way, I love it every time you post a gif
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standardcombo
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« Reply #2650 on: September 13, 2014, 01:53:29 AM » |
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@Zack Bell Between those 2 I'd rather have the instant. I can imagine the puzzlebilities with a very long level (or some hidden secrets).
One idea would be a very fast blur just to give the player the general direction of where the camera is coming from. Something like 3 frames. At 60 fps that's 50ms. The first frame would be half-way, very blurry. Second frame, arriving at where the player is, slightly blurry. In the 3rd frame the camera would be just-off of where the player is and just a slight 1 or 2 pixel blur. Back to normal after that.
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TeeGee
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« Reply #2651 on: September 13, 2014, 02:13:24 AM » |
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Honestly I think that the switch to the frame with the sword forwards should happen a bit earlier, as it is right now it looks like the enemy is getting hurt because the player lands on it, not because it got slashed.
Yeah, got similar feedback in other places and I think it's spot on. Will play around with it a bit more. Cheers .
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rj
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« Reply #2652 on: September 13, 2014, 12:30:02 PM » |
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i really need dedicated hosting anyway, here's something in the works. namedly this thing
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dustinaux
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« Reply #2653 on: September 13, 2014, 12:40:37 PM » |
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Level Up!
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SeanNoonan
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« Reply #2654 on: September 13, 2014, 01:39:40 PM » |
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Crosspost from SS thread because that's how I roll...
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YellowAfterlife
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« Reply #2657 on: September 14, 2014, 07:53:09 AM » |
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This looks fairly polished. Are game graphics processed via a filter like hq4x or similar? Rectangle/rhombus-ness looks familiar.
Meanwhile more to polygons and lights, made while discussing possible light source movements in the game.
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dustinaux
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« Reply #2658 on: September 14, 2014, 01:59:33 PM » |
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This looks fairly polished. Are game graphics processed via a filter like hq4x or similar? Rectangle/rhombus-ness looks familiar. Thanks! Yeah, the sprites and tiles are pixel art scaled 2x then run through a filter I wrote to smooth stuff out. There'll be an option in-game to disable the filter for the "retro" look some people prefer.
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eigenbom
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« Reply #2659 on: September 14, 2014, 08:21:32 PM » |
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Sick gifs dudes. Here's one from my game.
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