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3041
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Community / DevLogs / Re: Kerfuffle
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on: April 22, 2015, 10:23:07 AM
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But you don't need to balance it, because by nature it's way easier to dodge or shield a projectile than a melee attack, since you see it coming from so far away. So yeah, projectile characters are safer but also way less effective, so I don't see how it's a problem for Kerfuffle.  If you still think it's a problem, you could also just make it so that you actually spawn a shield that stays in place at the players's location. If it is destroyed by a melee attack, the attacker gets stunned, projectiles destroy it in one hit but it gives a window of escape for the character using the shield, while making it less effective against melee guys. Would/could this work?
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3045
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Player / General / Re: hi
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on: April 21, 2015, 10:31:12 AM
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While we're on the topic of languages:
Omelette du fromage
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3046
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Community / DevLogs / Re: Kerfuffle
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on: April 20, 2015, 10:40:15 AM
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The version with the bandage has slightly derpy eyes! I love the detail on this!
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3048
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Developer / Playtesting / [Ludum Dare] Beating Aliens With Oversized BALLS!! (BAWOB)
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on: April 20, 2015, 10:07:41 AM
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click image to access game Here's my submission to the most recent Ludum Dare. I'm probably going to keep working on it some more so I'd like to get some feedback on your playthrough of the game. I'm mostly looking for feedback on the level design and game design in general, because I'm aware of the graphics not being the best and the music being really repetitive. Basically looking for things I overlooked. Oh, and I should mention that the game is ONLY PLAYABLE WITH A CONTROLLER! If you do not have one, you'll be unable to get past the menu screen.
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3049
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Community / Creative / Re: Need inspiration to work
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on: April 20, 2015, 09:59:18 AM
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Or take part in a Ludum Dare, that worked wonders for me this weekend. I finished the game I started for the first time ever, and I'm really pround of it!
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3051
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Developer / Technical / Re: Why does my character stop a little before landing on the ground?
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on: April 19, 2015, 05:31:31 PM
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On_floor (Or onGround as I like to call it personally) is much more practical because it allows you to check for a myriad of things super easily. And it makes more sense, yeah, which makes code more readable.
Also, to answer your question, this behavior is due to the nature of your collision checking. Basically, the player does not need to be directly on top of ground for it to change it's speed to 0 because you based your collision off of your lateral speed. You need a move to contact function somewhere in there.
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3056
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Player / General / Re: Your dream game?
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on: April 17, 2015, 03:48:17 PM
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I'd like to witness such a discussion actually, could you link me to the thread once it's made? Please 
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3058
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Community / DevLogs / Re: Kerfuffle
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on: April 17, 2015, 03:25:50 PM
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I love the spinny stars! Please use that one as inspiration for the others. And doodles are always fun, at least IMO.
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