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TIGSource ForumsCommunityDevLogsKODAMA - 2D Hand Painted Physics platformer - KICKSTARTING
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Author Topic: KODAMA - 2D Hand Painted Physics platformer - KICKSTARTING  (Read 16116 times)
Dan_Tsukasa
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« Reply #40 on: March 23, 2014, 12:33:41 PM »

You've got email

Can you let me know the address you sent it to please, I don't seem to have anything.
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Ito
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Currently making "Spirit Huntress"


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« Reply #41 on: March 30, 2014, 01:57:19 PM »

I love the art in this! The gameplay seems to be pretty good too. The main character is really original, I love how his appearance changes as his life gets drained out.

I wish you the best of lucks through the remaining of your Kickstarter campaign! (and I also have no idea why this isn't funded yet O.o, people seem  to be neglecting a lot of wonderful projects as of late...)

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Twitter: @itoaragon
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skittlefuck
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« Reply #42 on: May 05, 2014, 02:10:47 AM »

Update 7

Hey guys, its been a while since the last update, I sent out a trailer that was not very well received, so I'm remaking that now for the kickstarter.

Other changes in Kodama have really just been behind the scenes, very little cosmetic touches made, that said here are some gifs of the few visual things that have changed.

The shadow now works correctly:
in total.


Wow, your characters are really well done! Great jumping animation, but perhaps it should have a bit more squash and stretch (just an idea)?
Keeping tabs on this, it looks great!
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TitoOliveira
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« Reply #43 on: April 28, 2016, 10:08:01 PM »

Update 4

This updates been a few days in coming, I'm currently out of the country so doing Kodama things isn't as easy as it was before.

Anyway, today I did a quick test of an ougane 大鐘 (Great Bell) and a Shumoku (special Clapper for this kind of bell, essentially its a log on ropes) together.

Its far from perfect, the physics will take a while to get right, especially for the rope, and the movement code for Kodama pulling the log needs sorting out too. but essentially speaking, Kodama is able to pull the shumoku(clapper) back and ram it into the bell, this will actually serve a gameplay purpose of course.



Quick gif to show the shumoku layer being turned on and how the phyics are instantly applied, not perfect as I said but good. I'll be making the vines on the log use vine physics too, so they move about when the object does, instead of sitting stiff as a statue



Bare in mind that this scene, unlike all the others so far, isn't actually from the game itself, its just a small test, thats why the scale is all skewed.

And an additional gif of Kodama bowing to say thankyou to all the interested forum members.



Would be nice to know how did you achieve the rope things.
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b∀ kkusa
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« Reply #44 on: April 29, 2016, 05:06:50 AM »

oh Sad  i expected to see the author of this game working on this game again...
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