Jan 11 2016, 11:51 pm
In response to Bravo1
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I like it.
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In response to Bravo1
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Looks great now!
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Added ramps, worked on the lighting a good deal (not shown). Works/looks much better. |
In response to Bravo1
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I'm still going to jump over it.
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In response to Ghost of ET
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Ghost of ET wrote:
I'm still going to jump over it. |
In response to Bravo1
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Bravo1 wrote:
Oh cmon! With all the new matrix stuff you would at least play around with tilting the vehicle on slopes to see what it looks like before trashing the idea. ;) Give you a chance to play around with that suspension a little. Might lead to swap-able tire types and sizes. :P |
In response to PopLava
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PopLava wrote:
Oh cmon! With all the new matrix stuff you would at least play around with tilting the vehicle on slopes to see what it looks like before trashing the idea. ;) Unfortunately it's a no-can-do, or at least, it's on the backburner for a while. Getting it rotated to match the floor wasn't too bad, especially because animations let me ease into it. The issue I was having was with the weapon. The way it's currently set up now is done via pixel offsets and a transform turned to match the angle of the mouse. Getting it to appear properly with a rotated player icon is going to take a decent amount of time and I don't think it's really necessary at the moment. I definitely want to revisit it though as I already have a general idea of how I'll accomplish it. Namely: Rotating it based on the target angle modified by the player's angle, then translating it to where it's suppose to appear on the player, then Turning it again to match the players rotation. When I initially set it up I was just trying to get it to work without much intention for rotating the player about. I also had another big issue with the grub enemies that strut around. They had some terrible interactions with ramps at first and it took me about three hours just to get them functioning properly. Right now, when it comes to features/mechanics, I'm a bit burnt out, but I am working on content. There's several rooms in the works and I'm working on fleshing out some more enemy ideas. |
In response to Bravo1
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Bravo1 wrote:
The issue I was having was with the weapon. The way it's currently set up now is done via pixel offsets and a transform turned to match the angle of the mouse. Getting it to appear properly with a rotated player icon is going to take a decent amount of time This is a situation where taking the matrix product of linear transformations is useful. In particular, you would need three linear transformation. |
In response to Bravo1
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Bravo1 wrote:
this looks amazing, however it seems like a really easy game. Maybe make those green balls home a bit more aggressively? |
In response to Zagros5000
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Those man-eating plants should also attack horizontally, depending on how you're positioned. When the tank dropped on the same x position as the plant and it just stood there, I would've expected it to attack instead of just waiting for the player to be below it.
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In response to Bravo1
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Bravo1 wrote:
PopLava wrote: heh, just poking some fun at ya. Everything is looking amazing. Don't get yourself burned out. |
@Zagros5000
Well this is the starting area of the game, so I don't want it to be too tough. @GreatPirateEra Well they're designed to only drop downward. It's less that they reach out to their targets and more that they let themselves fall onto their prey and then reel themselves back up. There will be versions of these that move relatively freely, but they aren't just regular enemies, they'll appear during a specific happening. |
http://www.mediafire.com/watch/st1ltm8yt76t2mg/ 160108_SW_opening_compilation_test_video.mp4
The SFX for our opening scene. I think it sounds great and I'm very pleased with it. (The dialogue has since been switched out to not read like a bad anime, btw. The effects have also been polished some.) |
In response to Pixel Realms
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Love it! The crazy shaking effect for was brilliant.
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Turns out it wasn't nearly as difficult as I expected. I just made sure to track the angle and then, instead of using transforms, I made sure to adjust the pixel_x/y of the weapon to match. |
Looking better and better every time I see your project. I can not wait to try it.
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In response to Pixel Realms
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Pixel Realms wrote:
http://www.mediafire.com/watch/st1ltm8yt76t2mg/ 160108_SW_opening_compilation_test_video.mp4 I think some of the text was too fast to read and the wording and story seemed pretty generic(but that's probably what you're going for, I'd have to see the new version). Other than that I really do like the amount of effort and attention to detail this game has and how professional it comes off with respect to anything else on this site. Keep up the awesome job, we're all rooting for you all! |
In response to Bravo1
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Bravo1 wrote:
Cool! How does it look going up and down? Will he catch a little air? :D Neat spotlight by the way. If you make your hillsides a fading touch darker from inside out, it might give just a touch of depth. The spotlight has that effect when pointing straight down. |
In response to Atol Soldier
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