|
naezith
|
|
« Reply #241 on: July 18, 2016, 10:23:00 AM » |
|
I really need advices about this. Last one also looks cool but They are weird when they are tiny.
|
|
|
Logged
|
|
|
|
naezith
|
|
« Reply #242 on: July 18, 2016, 01:58:17 PM » |
|
Today I worked on the Offline Mode. When there isn't internet, game launches in Offline Mode. Official levels are playable, level editor is working, leaderboards are empty, global ranks pages are empty, custom levels are empty(but I will fill it the downloaded ones) When player comes back online, Level Selection screen looks like this: Levels player finished when he was online: Whelp, The Pull, ConduitLevels player finished when he was offline: WetlandLevels unlocked: Puddle, Pond, CureLevels locked: Twin PeaksPuddle is unlocked there because Wetland is completed in Offline Mode. So Red color of Wetland means that player has no leaderboard entry on Wetland, even if he finished it, it does not count as completed. I can make it work like the replay and time-score you did in Offline Mode can be sent when connection is back. But just because these replay & scores will be stored in a data file, it's very hard to trust to this file.
|
|
« Last Edit: July 18, 2016, 02:06:06 PM by naezith »
|
Logged
|
|
|
|
|
naezith
|
|
« Reply #244 on: July 23, 2016, 12:39:14 AM » |
|
Wanna check out my changelog.txt? Here it is: https://puu.sh/qbtai/55dae2dcfc.txtI am proud of it
|
|
« Last Edit: July 23, 2016, 12:56:08 AM by naezith »
|
Logged
|
|
|
|
Citsua
|
|
« Reply #245 on: July 23, 2016, 02:49:32 AM » |
|
Haha, changelogs are so satisfying Great-looking game, looks really polished!
|
|
|
Logged
|
|
|
|
|
gabrielcarioca
|
|
« Reply #247 on: July 23, 2016, 04:36:40 PM » |
|
Ohh, I love beautiful games. Did you choose all the colors and art style all by yourself?
|
|
|
Logged
|
|
|
|
naezith
|
|
« Reply #248 on: July 23, 2016, 08:20:29 PM » |
|
Ohh, I love beautiful games. Did you choose all the colors and art style all by yourself?
I told what I do have in my mind to Erek and he did it but he also added his own flavor, he put gloves, made the character body red for example
|
|
« Last Edit: July 24, 2016, 02:35:15 AM by naezith »
|
Logged
|
|
|
|
FK in the Coffee
|
|
« Reply #249 on: July 23, 2016, 08:55:04 PM » |
|
I really need advices about this. Last one also looks cool but They are weird when they are tiny. I like the second to last one best! Not sure how it'll translate to icon size, but I think it gets just enough in-frame without being too small or cramped
|
|
|
Logged
|
|
|
|
naezith
|
|
« Reply #250 on: July 24, 2016, 02:37:33 AM » |
|
I like the second to last one best! Not sure how it'll translate to icon size, but I think it gets just enough in-frame without being too small or cramped
I chose this because it's similar to the one you told and bigger.
|
|
|
Logged
|
|
|
|
naezith
|
|
« Reply #251 on: August 03, 2016, 05:59:42 AM » |
|
Finally we have a visual " Remnant".
|
|
|
Logged
|
|
|
|
tankorsmash
Level 1
|
|
« Reply #252 on: August 07, 2016, 05:15:14 PM » |
|
Man, I just found this after reading your blog a year or so back, you've made some awesome progress dude, congrats!
Do you have a playable build somewhere?
|
|
|
Logged
|
|
|
|
Zaeche
Level 0
Is 'story' the words, the meaning, or the telling?
|
|
« Reply #253 on: August 07, 2016, 08:42:29 PM » |
|
Chipping in to say - from the gifs - the game looks to be really dynamic! Which is great since that was what you were going for.
Are the particles all programmed or sprite-based animations?
|
|
|
Logged
|
Coming soon (Unsolicited quotes unwelcome)
|
|
|
naezith
|
|
« Reply #254 on: August 07, 2016, 11:03:19 PM » |
|
Man, I just found this after reading your blog a year or so back, you've made some awesome progress dude, congrats!
Do you have a playable build somewhere?
Haha, that's really interesting that there are some people read those stuff :D Thank you so much, I appreciate it. Game is very playable at the moment but it's not public. Only some of the top-tier Dustforce and Super Meat Boy pros are testing it and giving me feedback. They helped a lot. Chipping in to say - from the gifs - the game looks to be really dynamic! Which is great since that was what you were going for.
Are the particles all programmed or sprite-based animations?
Thanks! They all are code because my graphics budget is very low. Even the big part of character animations are hard-coded by me. Because it's not possible achieve that smoothness with sprite animation. That animation part of the character is super custom, I poured weeks to make it right.
|
|
|
Logged
|
|
|
|
naezith
|
|
« Reply #255 on: August 07, 2016, 11:22:58 PM » |
|
Here is my latest to-do list: But it does not mean they are all, new tasks join to the list randomly every day
|
|
|
Logged
|
|
|
|
naezith
|
|
« Reply #256 on: August 12, 2016, 07:35:35 AM » |
|
I am working on Lighting System again. I think the shadows I implemented looks pretty cool but the effect is VERY heavy. I need to optimize it. I also would like to hear what you think about it, as always feedback would help. I took three screenshots and merged them as a GIF, - No shadows
- Shadow in foreground
- Shadow in foreground and background
Heavy GIF -> http://puu.sh/qyOVX/d16c670f43.gif
|
|
|
Logged
|
|
|
|
supermega_peter
|
|
« Reply #257 on: August 12, 2016, 07:46:19 AM » |
|
I think I prefer the screenshot stamped as 48.408.
- The background is pushed further away - The inside of the foreground has different depth to the background - The edges of scenery look distinct and interactive.
That's my preference anyway!
|
|
|
Logged
|
|
|
|
chrilley
|
|
« Reply #258 on: August 12, 2016, 07:53:39 AM » |
|
I agree with supermega_peter. It does make the path a lot clearer too which is good when you're in a hurry to beat the level. Also the orbs around the character pops better the more dark the background is.
|
|
|
Logged
|
|
|
|
naezith
|
|
« Reply #259 on: August 23, 2016, 01:52:02 PM » |
|
I am highly focused on the levels these days, we are at 52 of 100. There will be four chapters. There are 27 in Chapter-one at the moment, I want to have 25 in each chapter so two of them will shift. Current look of levels graph.
|
|
« Last Edit: August 23, 2016, 02:01:00 PM by naezith »
|
Logged
|
|
|
|
|