ca172d No.18485 [Last50 Posts]
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ca172d No.18486
There is an enemy I am having trouble coding. Its name is Lily Mace. Lily Mace follows Plok (or his grandpa in this gif) along the Y axis and bobs up and down. When struck, Lily Mace shoots down, then keeps rebounding until it settles down again. It still follows the player while doing this, so if you jump as it rises up, Lily Mace will rise even higher. It's kind of like pushing a swing.
And I don't know how to implement all of this. You can't use a fixed function for this like Mathf.Sin(Time.time * x) * y, because modifying either X or Y will cause Lily Mace to jump instantly to a new position. Whatever the developers used had to be simple, and I know I'm missing something obvious. Feel free to laugh at me if the answer is 4th-grade tier.
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ca172d No.18487
>>18486
In your equation x will effect the frequency of the oscillation, and y will effect the magnitude. When you modify either of them you probably want to do so using a velocity.
Maybe something like:
>mag = clamp(mag + (mag_vel * dt), min_m, max_m)
>pos.y = plok.y + sin(time * freq_scale) * mag
If that doesn't give good results you could try something where you have one class which calculates a target position which is oscillating more linearly around plok's y and then have a seperate class which moves towards that position but with smoothing applied to the motion.
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ca172d No.18489
>>18486
You still keep it bound to the player's Y at all times, but you offset it by an oscillation amount, depending on when it was last hit.
>Position.Y = Player.Y + [Sin(x) * magnitude * spring]
Where spring starts at like, 1.00 and decreases by 0.20 every second (so it will eventually settle). Magnitude would be how strong the spring is at the absolute maximum.
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ca172d No.18490
>>18487
That works perfectly, just need to adjust some variables and cap the position. Multiplying it by dt is presumably so it won't immediately jump to a new position when hit, right?
>>18489
My original plan was similar to that, but I couldn't figure how to increase and decrease magnitude.smoothly and efficiently.
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ca172d No.18502
>>18490
>Multiplying it by dt is presumably so it won't immediately jump to a new position when hit, right?
Yes.
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ca172d No.18558
Added smooth turning and an animation for it. It's not great, but it's hard to animate when the actual turning is done within the game engine instead of the 3d modeller.
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ca172d No.18564
>>18558
Turn animations tend to be a bitch to make look great, especially when trying to get the feet to plant and avoid sliding. That dust trail is pretty neat for this situation since it helps cover up the feet and gives you more leeway.
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ca172d No.18587
Re-implemented moving platforms because they're the first to break when I make any changes at all, and added an animation for the targets.
I feel like I'm stalling for time, because I can't think of any new game mechanics or good level designs.
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ca172d No.18588
>>18587
Forgot to mention. The turning animation I made yesterday is shit. It's going to take a lot of adjusting Since you're using the keyboard to move, you should only really move in 8 direction, and since the turning doesn't complete when you don't have buttons held down, it makes aiming a pain in the ass. But I don't want to do anything that would lovk movement in 8 directions, since that would feel odd if you have a controller.
There's also some "hitching" with the moving platform. I don't know what's causing it, maybe the camera.
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ca172d No.18590
>>18588
Are those platforms moving during the physics update ( in FixedUpdate or using Rigidbody movement). Try to make sure that your physics update has the same cap as the rendering update or is a multiple of it. Anything that runs on physics will be choppy if those frames do not happen line up with the rendering/scripting frame. Its also best to try to put all movement code in the fixed update. The inability to lock the physics and rendering frames can be a really annoying problem with this engine.
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ca172d No.18592
>>18590
>Are those platforms moving during the physics update ( in FixedUpdate or using Rigidbody movement)
No, they're using Update(). They take the sine value of a number, which is accumulated each turn by dt.
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ca172d No.18593
>>18592
What about Plok and the camera?
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ca172d No.18595
Plok uses Update, camera uses LateUpdate.
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ca172d No.18596
>>18595
Try watching the scene in the inspector to see which part of it is hitching. If you have something that can show the framerate that could be useful too in case it is dropping entire frames.
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ca172d No.18597
>>18596
I can't get it to show up consistently. I made each platform move on 2 axis only and that fixed 80% of it, and it only happens when vsync is disabled.
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ca172d No.18608
Started work on another enemy: Gibson. This undead fish is acting so jumpy because it actually hates water.
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ca172d No.18629
Vanishing blocks. Should I make the pattern more predictable?
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ca172d No.18639
>>18629
make the blocks flash, glow, or blink a bit before fading so you know they're about to fade. Having them just vanish could lead to confusion, make sure there's some kind of indicator.
Also yes, make the patterns more predictable.
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ca172d No.18643
>>18629
Yes. Also what happens if you're in the way of a block that reappears?
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ca172d No.18677
>>18485
this looks breddy gud
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ca172d No.18682
>>18639
Did it, but the blocks still should not be appearing more than once.
>>18643
Apparently Plok is teleported onto the top of the block.
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ca172d No.18697
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ca172d No.18703
>>18682
Those trees look really sexy. I like the design a lot.
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ca172d No.18762
Current progress. Thank you based 8mb limit.
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ca172d No.18768
>>18762
Looks good, love the movement speed in general though the camera speed when it's turning around him seems off somehow.
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ca172d No.18775
>>18768
Really? I was hoping I'd fixed that.
I average the mouse movement between frames to make it seem smoother and less jittery. Am I doing that too much, or not enough?
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ca172d No.18777
>>18775
It may just be a little too immediate, may want to try easing in and out of the motion.
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ca172d No.18778
>>18762
Showed it to a friend, he seemed to think the camera followed the player too closely since the player is centered at all times.
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ca172d No.18781
>>18777
>>18778
I tried to fix it, but the new camera is giving me motion sickness.
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ca172d No.18786
>>18781
Restrict it more and reduce the FOV a tad.
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ca172d No.18796
>>18781
What about a fixed camera that changes position? If done well it could work really good
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ca172d No.18810
>>18781
I like it better like this but best to get a few anon's opinions, my friend thought the camera still moved too quickly but I'm not sure.
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ca172d No.18833
>>18786
This, Reduce FOV. It's not a FPS, so it shouldn't need 90 FOV.
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ca172d No.18968
Forgot to post this yesterday. I reverted the camera changes, but lowered the speed and FOV.
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ca172d No.19083
>>18968
Will you ever be posting one with sound?
I really like how the character's designed btw, keep up the good work
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ca172d No.19166
Finished one last portion of the level. between now and the demo i'll have to focus on bugfixes.
>>19083
I also post these on halfchan.
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ca172d No.19180
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ca172d No.19220
http://plokdev.itch.io/plok3d-372015-2?secret=BIWLAif5NqyHwjX4iJzmNuYVc
Here's a demo, by the way. There's a lot that's messed up here, but I am only concerned about the camera, controls and physics.
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ca172d No.19230
>>19220
The camera is fine now. Much better. But the problem is that when you look up, it's nauseating because the camera just angles up.
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ca172d No.19231
>>19230
I'm not sure what you mean. What do you want the camera to do instead?
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ca172d No.19268
Replaced the health bar, and added particle LODs. the ground is dark and the distance turned down so it's more visible.
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ca172d No.19272
>>19220
I discovered how to fly in your game, lol.
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ca172d No.19274
>>19272
By spamming R or running out of limbs, right? i'm trying to fix that.
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ca172d No.19279
spamming shooting and jumping, as the state where he is left without limbs can jump indefinitely
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ca172d No.19285
>>18485
Hey, plokdev! Welcome to the superior chan.
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ca172d No.19336
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ca172d No.19350
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ca172d No.20215
>>19350
dang this shit brings me back to Croc and Super mario 64
awesome work, keep it up. Get a publishing deal ;)
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ca172d No.20694
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ca172d No.20706
>>19350
This looks real fucking good anon.
Does it support linux?
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ca172d No.20728
>>19350
Dude this is fucking brilliant.
The sound effects and music are both perfect!
Keep it up! I'd love to play this even now just to try it out.
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ca172d No.20765
>>18485
can you post your character controller code?
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ca172d No.20781
I haven't worked on this much in the past month. Mostly it's getting rid of placeholder models and improving textures.
>>20765
It's mostly identical to Unity's standard 1st person character controller.
>>20706
Supports Windows, Mac and Linux like every other Unity game.
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ca172d No.20788
>>20781
>>20765
If you guys want a perfectly identical character controller to Super Mario 64, some guy did one for Unity:
https://roystanross.wordpress.com/downloads/
He demo'd this with a near-perfect HD clone of the first level of Super Mario 64 (taken done by a DMCA request of course due to straight-up using ripped assets, but it's still on the net if you look for it).
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ca172d No.20792
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ca172d No.20815
>>20792
>>Changelog - 2.0.0: Added a BSPTree to replace RPGMesh
Did you grab the latest files from the GitHub repo, or perhaps an older version?
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ca172d No.20816
>>19350
This is really good. Have you considered making it a not-fangame and selling it?
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ca172d No.20839
>>20781
fack that looks so good. I am really jelly right now.
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ca172d No.20894
OP y-you wouldn't happen to need any help w-would you?
I've been looking for work for ages now and this looks fantastic. All I'm really capable of doing is writing and texturing but shit son I'm impressed.
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ca172d No.20906
>>20894
I'd rather work on this myself, but thanks for offering. It's too early to work on the story, anyways.
Also, I'm doing this for free, and no one should work on other peoples' projects for free. You should find someone who's willing to pay you.
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ca172d No.21085
Looking really good. What's the biggest challenge you've faced so far when making a 3d platformer in Unity?I'm thinking of making one myself
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ca172d No.21105
>>20781
Unity fag here, may i ask what reflection technique you use for the water? Is it a shader? Is it done with reflection probes or maybe some kind of Screen Space Reflection? In the moment i use the open source SSR from kode80 for reflections on materials, but i always like to test out new shit.
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ca172d No.21283
>>19350
Holy fuck this looks amazing, I never thought plok could ever translate to the 3d format, but you proved me wrong. I'll be lurking this thread for awhile, until the game takes off to its own site or whatever.
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ca172d No.21285
Been working on a Game & Watch style minigame. It's important that I keep the gameplay responsive and easy to understand, because that is the difference between a Game & Watch game and a POPstation.
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ca172d No.21563
Pretty much finished with the G&W minigame, so now it's back to work on the real game.
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ca172d No.21575
>>21563
Looking good! Is that going to be integrated into the actual game itself, or is it more like an extra you can unlock from the menu?
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ca172d No.21578
>>21575
Probably both, in that it'll be on the menu after you find it in-game.
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ca172d No.21677
>>21285
>>21563
Looks inauthentic, like doing retro pixel graphics with rotation. Old LCD games had one plane with fixed shapes that were either on or off. You want to make it look like the real thing? If a shape already occupies some spot, whether it's on or off, you can't ever have some other shape in there. You can't do stuff like the animated sun (?) and flag.
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ca172d No.21685
>>21563
this is pretty awesome but this guy >>21677 is right they didnt have that much graphical function
also I think the bg is a bit to colourful
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ca172d No.21705
>>21677
> If a shape already occupies some spot, whether it's on or off, you can't ever have some other shape in there. You can't do stuff like the animated sun (?) and flag.
Trust me, I know. I've been having a very difficult time keeping that restriction, and it shows.
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ca172d No.21819
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ca172d No.21824
>>21819
Trying it out now.
By the way if you want a brilliant and simple example of adding controller support, check out that Super Mario HD demo made in Unity.
The guys full project for it is floating around on the net (you can just email him and ask for the files if you can't find it). This includes all of his implementation for controller support too (it works very well).
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ca172d No.21825
>>21819
Really enjoyed this! It's shaping into quite a fun game dude.
Only feedback I have currently:
Those moving platforms high up in the air are going way too fast. It's really difficult to get on them. Maybe slow them down just a tad?
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ca172d No.21854
>>18629
3D movement is harder to grasp for players than 2D. It matters whether one can see the whole structure directly, and if not, whether one gets good cues by shadows or reflection or sound. Whether the movement/disappearing pattern of platforms is too hard or not also depends on what the penalty for goofing up is. It makes a difference whether you fall on something that damages you a bit or makes you lose a life.
An easy-mode analogy to disappearing blocks would be cloud blocks you can jump through and stand on as long as you want, and these have some intervals where they change color. If you do a series of jumps while they are the right color, each landing is accompanied by a jingle, and when you complete the whole series in a row, you get the bonus item/the magic door opens/whatever.
You could put some specifically textured parts in the game that would be mechanically different by a very simple rule change based on whether you play easy mode or not (cloud blocks actually disappearing instead of losing color, some block type getting spiky). If the game is going to be mission-based, you might even give players the opportunity to switch easy on or off per mission, or maybe make easy-mode something you temporarily activate by collecting enough currency which is as piss-easy as in Zelda or Mario, but not something players would do to score well as that should be heavily based on speed.
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ca172d No.21862
>>18485
>plok guy moved over here now
>cuckchan is actively banning their OC producers due to the fact that 4cuck admins still see them as disposable
I'm so glad I made the switch last year, I'm so glad.
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ca172d No.21902
Your game looks awesome anon !
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ca172d No.21903
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ca172d No.22138
>>19268
>>19350
Looking damn good. The sand cliff texture doesn't quite fit in though, bit too realistic compared to the rest. Need something a little more cartoonish with a yellow tinge.
Putting the tornadoes on a separate layer/camera and giving that camera motion blur could possibly be a nice effect.
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ca172d No.22144
You know what would be fun? If one of the tornado things actually started following the player, and you could hide from it or bait it into destroying some stuff.
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ca172d No.22152
Could I just ask one question: I wanted to know if you planned on having your game be the flea eradication where you have to carefully explore the level for, or the basic platforming you get at the beginning, or a hybrid of the two (by alternation). I know you said you haven't gone too far into story yet, but those were two major components I know were prevalent. Both had their charms, I just wish the original game focused on one or the other.
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ca172d No.22166
>>22152
Main levels will all have flea eradication, bonus levels/minigames will probably not.
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ca172d No.22242
>>18485
What did they ban you for?
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ca172d No.22254
>>22242
It was only for 3 days. I asked /v/ what the worst fanbase on /v/ was.
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ca172d No.22393
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ca172d No.24839
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ca172d No.25065
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ca172d No.25088
>>25065
Glad to see more progress on this
I think that rank will mean nothing to the player 90% of the time, because I imagine almost nobody has a good sense of where each letter is in the alphabet.
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ca172d No.25125
>>25088
>>25065
Most gamers hate ranking systems. The biggest issue I've seen gamers have with it is that's "Ranking my fun" and people don't like that
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ca172d No.25154
>>25065
Ditch the ranking system.
Unless you're making a combat game like MGS, CoD or CS:GO, or you're making a fighting game, a ranking system is not needed.
The ranking displayed in that hud doesn't read well at all. From that video I have no idea what its even measuring in order to give the player a rank.
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ca172d No.25160
>>25088
>>25125
>>25154
Disagree :P
I understand that some players don't like rank stuff. When you are in the mood to just screw around and see what you can do, it can be a bit offputting to have this displayed the whole time. It's like somebody is right behind you, breathing down your neck, whispering that you aren't playing it the correct way. Maybe it's better to display rank once in a while, whenever a section is finished. If it shows up in a result screen, all that space can be used to make clear to the player what information goes into rank and what sort of improvement would be needed to get a better rank.
However, if you want that current rank directly and immediately has an effect on what happens in the game world, like enemies playing smarter if you play better (not a fan of that sort of mechanism as that leads to all sort of nonsense like in some shmups tactical suiciding), rank should be displayed the whole time.
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ca172d No.25166
>>25154
>>25125
>>25088
I've planned to get rid of it for a while, but I just haven't done it yet.
The idea was that certain minigames and alternate levels would only be accessible if your rank was high enough. Then I remembered how much I hated the rankings in Yoshi's Island.
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ca172d No.25167
>>25166
I think it could be fun, it reminds me of Banjo&Kazooie note doors in a way; requiring you to get enough notes to be able to pass. I guess it depends on what the rest of the game is like and how easy/hard it is to get stuff. There needs to be a reason to collect stuff after all, I think people don't really care about a "score" in a non-arcade game.
But if the rank says "L" and something requires a "K", I personally would have absolutely no idea how far I am from the target or if I've passed it already.
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ca172d No.25235
Egg.
Ranking system is kill. Instead of unlocking the Game & Watch minigame, you'll be able to play it on the loading screen.
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ca172d No.25262
The game is looking awesome
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ca172d No.25281
>mfw 8ch is the only place I post where I can keep track of feedback I've gotten
>mfw I would have forgotten to fix the Game & Watch sprites if it wasn't for this thread being up
Why is this place dead, again?
Any more juice I can add to this, besides flashing lights and animating the rope?
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ca172d No.25286
>>25281
Adjust the timing/tweening of the animation movement. Also the bell or whatever could tilt a bit when it's moving
>Why is this place dead, again?
Not enough people because not enough people.
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ca172d No.25289
>>25160
It's not that I don't like rank, I don't mind it at result screens like you said.
It's that having a rank value on the hud at ALL times that is constantly in your face, changing its displayed value for EVERY split-second action you do just doesn't read well.
It's pointless if it's changing that often because in order to figure out what it's ranking you'd literally have to take focus away from the action and sit there staring at the rank instead.
>>25166
Why not just have a more simplified one, like completing the level vs completing it with all things collected vs completing it with all things collected as well as all enemies killed?
A basic bronze/silver/gold rank at the end of the level. Simple, straight-forward and easy to interpret as a player.
>>25235
That looks brilliant, great work!
>>25281
- Cubic ease in/out on the vertical movement of the bell.
- Make the flags bigger, the "Childs Play" text is far too small. Alternatively, the font could be better, the lowercase letters are a bit hard to read.
- The contrast of the texture behind the "Difficulty" and "Graphics" text is a bit too strong, either make it more dim or consider adding a subtle shadow/outline around the text to make it stand out more.
Eg. the text on the "Exit" sign is perfect, text stands out nicely and grabs attention very well.
- Maybe rotate the camera to the right a bit, and move it slightly closer? It seems like the Exit sign is only just in view, while there is lots of space on the left without any interactive components positioned there.
- Background seems very bright and washed out?
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ca172d No.25428
Have you considered buying the plok ip, op? I think Ste and John Pickford own it, since they created it.
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ca172d No.25440
>>25428
OP could probably quite easily convince them with this current prototype to make an agreement for releasing a licensed game under their IP, rather than trying to own the IP entirely.
I mean, if OP feels like this IP could be revived into multiple successful titles, yeah buying it might be a good acquisition. For one single game though? Not so sure.
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ca172d No.25445
Flea gunge.
>>25428
>>25440
I don't have the cash to do that, and I feel that the Pickfords would rather develop the game themselves. I even made this 3D partly because I figured that the real Plok sequel would be a 2D comic book style game. Also, if anyone other than me looked at my game code, their faces would melt.
I could change the character around and make this a "spiritual successor", but it would take too much work and I'm not comfortable charing for this. But most of all, people don't want to play spiritual successors, they want to play sequels.
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ca172d No.25982
https://plokdev.itch.io/plok3d-prealpha-demoday7
new demo. I'm not happy with it, but it does feel a lot better compared to the last one.
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ca172d No.25993
>>25982
tried out the demo for a few minutes, looks pretty good so far.
first thing I did was fall into the water and get trapped under the map, had to restart the game from that.
the controls are a little frustrating, having direction control connected to both wasd and mouse pointer while needing the pointer to aim is confusing.
jumping feels nice, but I can't figure out when I'm supposed to be allowed to do the helicopter fall.
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ca172d No.25996
>>25993
>the controls are a little frustrating, having direction control connected to both wasd and mouse pointer while needing the pointer to aim is confusing.
You can right click to switch to a different camera mode. it makes things easier to aim, but locks the camera. i'll try to come up with a better solution.
>jumping feels nice, but I can't figure out when I'm supposed to be allowed to do the helicopter fall.
Everywhere, but a bug prevents you from doing it when pressed up against some surfaces. I need to fix this.
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ca172d No.25998
>>25996
does it work out if you just copy other PC games with third person perspective? all the 3D platformers I can think of are on console so I'm not sure what a good example is without a controller.
found that you can lose your limbs permanently if shoot them out before jumping into that purple pot.
spawned inside the level once and wasn't able to move. haven't been able to replicate it.
and I'm probably done play testing until your next demo.
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ca172d No.26012
>>25998
>does it work out if you just copy other PC games with third person perspective? all the 3D platformers I can think of are on console so I'm not sure what a good example is without a controller.
I'm stuck on that too. I'm thinking of copying Assassin's Creed since that game is the closest you can get to a modern platformer + third person shooter on a PC. Too bad I hate Assassin's Creed.
Thanks for playtesting, I'll probably take down the demo tomorrow so I can implement everything you mentioned.
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ca172d No.26108
YouTube embed. Click thumbnail to play. >>26012
apparently there are developers who specialize in dynamic camera movement.
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ca172d No.28530
Is the project dead? Did most /agdg/ anons go back to 4chan?
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ca172d No.28533
>>28530
>mentioning cuckchan by its name
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ca172d No.28534
>>26108
why not just make an invisible sphere around the player and have the camera an invisible sphere following the perimeter of the larger sphere, it can dynamically get smaller or larger depending on what direction the camera is facing and how close or far it is to a wall.
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