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TIGSource ForumsCommunityDevLogsBlockhead's Blunder (3D platformer)
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Author Topic: Blockhead's Blunder (3D platformer)  (Read 8641 times)
thedukeofzill
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« Reply #20 on: October 06, 2013, 07:48:11 PM »

Me and my friend raced through the two levels that the game had at the time, was really fun, nice work.

The only thing that both made us tick was that sometimes you can jump on a bee without bouncing. I don't know if this is intended nor how I did it (may have been pressing space as soon as I hit the bee?) but it was a little annoying when you expect to get high, yo. Panda

Thanks! Yeah, I've noticed that bug and I've been contemplating what to do about it. One person actually said they liked it because they exploited it to get faster speedruns, haha. I originally had it so that holding the jump button would make you bounce higher off of enemies, but that seemed to confuse a lot of people so I took it out and I think that's when this bug started happening. I may put that feature back in but find a way to explain it in-game so people know how it works.
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HyMyNameIsMatt
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« Reply #21 on: October 08, 2013, 05:54:11 PM »

S'a lot of fun.  Had fun playing it.  The game visually reminds me of playing super mario 64.

Are these textures temp or will this be the entire visual style of the game?
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Jondog
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« Reply #22 on: October 08, 2013, 10:40:27 PM »

Trying to unzip the file from indiedb with winrar gave me a bunch "unknown method" errors for some reason, 7zip worked though.

It's a lot better than the last time I tried it, I actually managed to beat the skyscraper and lava levels. I got stuck on the last part of the ruins with the arrow traps and the tiny platforms though.
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thedukeofzill
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« Reply #23 on: October 08, 2013, 11:01:42 PM »

S'a lot of fun.  Had fun playing it.  The game visually reminds me of playing super mario 64.

Are these textures temp or will this be the entire visual style of the game?
Thanks! The player and enemy models are more or less final (I will most likely add/improve animations though), but most of the level textures are placeholders.

Trying to unzip the file from indiedb with winrar gave me a bunch "unknown method" errors for some reason, 7zip worked though.

It's a lot better than the last time I tried it, I actually managed to beat the skyscraper and lava levels. I got stuck on the last part of the ruins with the arrow traps and the tiny platforms though.
Thanks for the feedback! I had used 7zip to compress the game and may have used some setting that was incompatible with Winrar. I recompressed/uploaded it using Windows' default compression technique so hopefully no one else has this problem from now on.
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Pezomi
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« Reply #24 on: October 09, 2013, 08:37:03 AM »

This game is so cool. I'll continue to follow development on this, keep up the good work.
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CowMainia
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« Reply #25 on: October 10, 2013, 09:33:02 AM »

The game is very fun yet hard but in a good way its also in some ways a puzzle. Good game keep it up!
EDIT:
holy crap you are good at this too judging by the GIF'S
« Last Edit: October 10, 2013, 09:47:11 AM by cowmainia » Logged

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HyMyNameIsMatt
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« Reply #26 on: November 09, 2013, 07:49:09 PM »

I tried playing with my controller and it was impossible at certain parts.  The character has different physics and movement speed for some reason when I use my 360 controller.
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thedukeofzill
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« Reply #27 on: November 22, 2013, 02:40:31 PM »

I've been away from the game for too long, but I'm back. I briefly worked on a Game Boy themed "de-make" for GBJam but didn't end up finishing anything worth playing:


It was nice working with a different tool set though (WebGL w/ Three.js) and I may try to apply some things I tried in this to the actual game, such as the automatic camera system I started working on and dither shaders.

Additionally, I added a high score database to the game a while back and never posted about it here. So, if you play on time attack mode you can now compare your best time to other players'. It still needs a ton of work and right now it doesn't factor in collectibles. I'll make it separate normal runs and 100% runs at some point.

Lastly, here's a GIF of the new level I just started, which will be junk food themed:


I tried playing with my controller and it was impossible at certain parts.  The character has different physics and movement speed for some reason when I use my 360 controller.
Huh, that's odd. I haven't played it with a 360 controller in a while. I'll look into it; thanks for the heads-up!
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thedukeofzill
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« Reply #28 on: November 23, 2013, 11:50:41 PM »

Did a little modeling today.

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Prads
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« Reply #29 on: November 24, 2013, 08:19:21 AM »

Looks like a Super Meat Boy head. Cheesy

Tried it out and it's really fun to play but the mouse camera movement was quite annoying and frustrating.
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Fervir
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« Reply #30 on: November 30, 2013, 11:08:18 AM »

That food is amazing
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« Reply #31 on: November 30, 2013, 11:20:13 AM »

I love it , although you'll need more checkpoints , as it's not fun to re-do something you already did a gazillion of times for the last jump
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ephoete
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« Reply #32 on: December 02, 2013, 12:54:17 PM »

Looks like a Super Meat Boy head. Cheesy

Exactly what I've had in mind as well :D Are you planning to get funds or something?
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« Reply #33 on: December 06, 2013, 02:09:53 AM »

Lastly, here's a GIF of the new level I just started, which will be junk food themed

This really reminds me of the simpsons game for some reason. Looks awesome though :D I may have to play through it again.
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mushbuh
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« Reply #34 on: December 08, 2013, 02:19:50 PM »

https://dl.dropboxusercontent.com/u/36814103/music%20doodles/hamburger.ogg junk food level music maybe??
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thedukeofzill
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« Reply #35 on: January 29, 2014, 10:41:58 PM »

Did some experimenting.



Sorry I've been gone so long without posting anything. You may have noticed I changed the title. "Blockhead" by itself was too common of a name and I needed something unique. The tentative plot (which will be minimal) will involve the main character accidentally opening a box and getting sucked into an alternate universe, traversing levels to find a way back home. I'm hoping I can make some decent progress soon; I ran out of ideas for the junk food level so I may put that aside and come back to it later.
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Jondog
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« Reply #36 on: January 29, 2014, 11:40:52 PM »

Hooray an update, good to see that you're still working on this.
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thedukeofzill
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« Reply #37 on: February 01, 2014, 08:38:33 PM »

Toying with the idea of making the level completely monochrome.

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thedukeofzill
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« Reply #38 on: April 12, 2014, 08:31:17 PM »

Sorry I haven't posted in so long... again. I got the itch to work on this some more and have gotten a bit done in the last couple of days. I revised the old camera system to give tighter control, started working on an all new (optional) fully automatic camera system, and cleaned up some of my old messy code.

Just today I made a basic waypoint system for moving platforms so that they can follow any arbitrary path:


Here's a video of the early stages of the new level:


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BomberTREE
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« Reply #39 on: April 12, 2014, 08:46:25 PM »

That looks damn cool!
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