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TIGSource ForumsCommunityDevLogsSUPER III Mobile
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Zack Bell
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« Reply #720 on: October 24, 2014, 10:54:45 AM »

You actually don't have to make the view/room bigger to shake the screen, I just had this rotate thing left in from a test.
Mh, I thought it would just not do it if there's no space to shake to. But then I think it is black (or the background color) when you shake outside of the room.

Yeah, I just tile the background layers one tile outside of the room. That way it still works properly without having to center the objects, camera, etc.
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rj
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« Reply #721 on: October 24, 2014, 10:58:39 AM »

You actually don't have to make the view/room bigger to shake the screen, I just had this rotate thing left in from a test. I'm not quite sure if I'll leave it in or change it back. It doesn't look great in the gif mostly due to cutting the gif down to 10fps to make it more portable.

It looks fine running at 30+. Others have mentioned it though, so it'll probably change.
What about this idea, the screen shakes depending on the orientation of the impact.

I'm thinking about the boss battle with the blow fish that's on the front page.
If the object impacts the floor (like the boss does) or ceiling then the screen shakes up and down.
But if he slams into the side of the walls (like the main character's dash) the screen would move left and right.

Just putting in my 2 cents ^^

actually this is pretty stellar taken one step further; you could have the amount of screen shake dictated by how far away you were from the wall when teleported. like, the most  amount of shake possible (probably what you have in this gif above) would be from teleporting across to a thin wall that you were standing on the other side of before your jump

and the tiniest would be teleporting into a wall you're facing and right next to

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SUPER 91
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« Reply #722 on: October 24, 2014, 11:04:31 AM »

Yeah, I can definitely do that. I've been meaning to do something like that for quite some time and it shouldn't be difficult to add.

Btw, I'm going to update the OP. The project has been all over the place and I just want to be clear  Smiley SUPER III Mobile preview: https://www.youtube.com/watch?v=2n28znHYMX0&feature=youtu.be

Full trailer will probably be up by next weekend.
« Last Edit: October 24, 2014, 12:51:27 PM by SUPER 91 » Logged

Zack Bell
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« Reply #723 on: October 27, 2014, 11:59:36 AM »

I wrote a thing about the status of SUPER III and the mobile game. You can read that here: http://zackbellgames.com/2014/10/26/super-iii-mobile/

I also posted a small vid testing the game on an iPhone 5. You can watch that here: https://www.youtube.com/watch?v=a75mVWtJofs&feature=youtu.be&list=UUkNh_P3WO0MmsJ3H1VQ_BfQ

I wrote a thing about my contract work and what not that I was able to scrounge together this last month. You can read that here: http://zackbellgames.com/2014/10/26/indie-income-inquiry-1/

Lastly, I wrote a thing about game feel in fast-paced platformers. You can read that here: http://zackbellgames.com/2014/10/27/how-to-make-a-platformer-feel-good/

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mushbuh
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« Reply #724 on: October 28, 2014, 08:33:50 PM »

/how-to-make-a-platformer-feel-good/

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