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naezith
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« Reply #261 on: September 04, 2016, 11:01:05 AM » |
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Hello there, here is a WIP storyboard frame:
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naezith
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« Reply #262 on: September 09, 2016, 06:30:46 AM » |
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Level Selection screen now shows scores of every level. Perfection percent is about your rank, for example if you are the #1 in leaderboard of that level, you get 100%. If you are the last guy, you get 0%. These perfection percents are summing up to make your Global Score. If there are 74 levels, maximum score you can get is 7400 so your_global_score/level_count gives you the "perfection". If you are #1 in every single level, you have 7400 / 74 -> you have 100 global score which is the purest perfection, puts you to top of the Global Rankings page. http://puu.sh/r5itM/ae6a32a082.png
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« Last Edit: September 09, 2016, 06:57:42 AM by naezith »
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naezith
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« Reply #263 on: September 18, 2016, 07:52:59 AM » |
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Chapter-4 (Crystals) theme assets are also ready. Not much left guys... We have about ~75 levels but they are not final, we focus on only the gameplay for now. - When all 100 are complete, we will polish the gameplay and eventually decorate all of them.
- Then I will prepare an amazing trailer.
- After that comes the Greenlight submission!
I just can't wait so I made an empty page already :D
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naezith
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« Reply #265 on: September 20, 2016, 04:39:49 PM » |
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Came home from university at 16:00 and it's 03:36 right now, worked almost 12 hours to support Dualshock controllers automaticly by default. Most of the time spent is on server-side query optimization to minimize the response time. We filled the database with test data like 3k people 60k leaderboard entries and benchmarked that. It is lightning fast now. Dualshock button bindings are saved separately with the Xbox ones. It's just plug-in whatever and play atm. I hope there are people appreciate this kind of stuff
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naezith
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« Reply #266 on: September 22, 2016, 02:28:31 PM » |
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Added more info to Level Selection. Now I will work on adding "official times" to levels just like getting an A+ in a Super Meat Boy level. I thought that badge thing was not really important... Then today I was playing SEUM: Speedrunners from Hell and I found myself playing a level I finished already just to get that useless badge When there are tons of people in leaderboards and you become 1000/6000 or something, you don't really care about getting better at leaderboard but the badge makes you play, that's what I learned.
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NineTattooedDragons
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« Reply #267 on: September 22, 2016, 07:09:47 PM » |
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This looks like a really fun concept. Kind of like Super Meat Boy, but with a grappling hook and an art style I like a whole lot more.
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ShuyanSaga.com/
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naezith
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« Reply #268 on: September 22, 2016, 09:12:19 PM » |
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This looks like a really fun concept. Kind of like Super Meat Boy, but with a grappling hook and an art style I like a whole lot more.
I am glad you liked it! I am trying my best to make it more than "meat boy with hooks". And it will be very polished in every aspect!
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naezith
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« Reply #269 on: September 24, 2016, 12:10:27 PM » |
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I resized one of the artworks to make a 1080x1920 mobile wallpaper. Grab it here!
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naezith
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« Reply #270 on: September 26, 2016, 02:41:19 PM » |
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Polished the Level Selection screen even more, renamed Perfection to Dominance. http://puu.sh/roXlo/6a66df2624.pngAlso added couple more options into Graphics Settings so my old laptop can run it without plugging in the charge cable. And yeah, I get clean 60 FPS on my sh!tty laptop. http://puu.sh/roV1i/c28a176b34.png
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« Last Edit: September 26, 2016, 03:26:48 PM by naezith »
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naezith
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« Reply #273 on: September 27, 2016, 02:51:54 PM » |
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Recolored the sprite a bit in 2-3 mins to try a sith look for fun.
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naezith
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« Reply #275 on: October 03, 2016, 10:34:36 AM » |
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I'm trying to fix the view & resolution issues like this: View height is 720 and resolution is 1080 in this situation, I change Render Texture HeightFirst GIF: 1080 Second GIF: 1080* 2 = 2160 Third GIF: 720* 2 = 1440 First one does not scale because resolution is 1080 too. Other two are downscaling to 1080 smoothly.
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« Last Edit: October 03, 2016, 11:01:28 AM by naezith »
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naezith
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« Reply #276 on: October 03, 2016, 11:19:02 AM » |
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Here is the final solution I came up with
int rt_y = 0; // render texture height int k = 1; // view scale while(rt_y < resolution_y) rt_y = view_height * k++;
If view height is bigger than resolution, then it will scale down smoothly already so rt_y will be view_height. If view height is same as resolution, then it will render pretty good already so rt_y = view_height. If view height is lower than resolution, then rt_y should be higher than the resolution otherwise it will be blurry and multiplier for that should be an integer, so we get the lowest integer multiplier possible while it becomes bigger than the resolution height.
But of course, this prettiness comes with a cost. Smoothing and having bigger render texture size drops the FPS a bit.
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« Last Edit: October 03, 2016, 12:05:27 PM by naezith »
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Jalapenosbud
Level 1
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« Reply #278 on: October 12, 2016, 04:12:41 AM » |
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oo that looks good! maybe have more gifs on the page? :D
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