Renaissance

Posted by Charlie Carlo on May 9, 2015, 7:10 p.m.

It's been over a year since I've posted anything here, or anywhere really.

I just had the random inkling to come back because I've been missing being a part of a community that shares similar interests, I suppose I left because it seemed more and more like nobody was interested in game design any longer.

Anyways, I'm still in college, nothing has really changed in the last year, although an RPG iteration of Credence Filter rose and fell in that time.

Speaking of which, good news - I'm on Credence Filter attempt #6 this time and it's going splendid, here's some things.

Each iteration of this game conceives a more ridiculous (albeit more optimized) lighting engine, this one currently has bloom and cool glitchy effects going on. I'll probably add more before it's all said and done.

So it's good to be back, I guess. I'll probably stick around if I see enough fresh faces and game design.

In other news, my grandfather just burnt down my front porch because he's a dipshit and doesn't know how to put out a cigarette.

Comments

LAR Games 9 years, 7 months ago

That looks great! I love the shadows. Going for 30fps though, huh?

Charlie Carlo 9 years, 7 months ago

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That looks great! I love the shadows. Going for 30fps though, huh?
Eh it's 30 because I haven't changed it, mostly, and GM doesn't let you calculate steps and frames separately so I'm not sure it would run at 60 on older systems.

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He should probably try 24fps to give it a more cinematic feeling.
I'm not sure if that's sarcasm or not.

I give zero shits about anything being more than 30 fps, I cannot tell the difference.

Moikle 9 years, 7 months ago

I missed you and your sweet pixels

Rez 9 years, 7 months ago

great as always, except probably even better

missed you and your stuff

Acid 9 years, 7 months ago

Good shit. Needs a landing animation.

Moikle 9 years, 7 months ago

hah, ouya

Unaligned 9 years, 7 months ago

Nice sprites, really digging the riot officers.

Charlie Carlo 9 years, 7 months ago

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Good shit. Needs a landing animation.
I never know how to implement those while still retaining balance between animation and input. Wouldn't it have to delay walking for its duration?

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I released my first real game with polish and all during the last year. Next step is getting it on the OUYA console and to make a new one.
Yo Spectre. That sounds interesting I'd love to see it. Also you'd be proud of the platforming system I have going in this game. I recall you ranting about reactive versus proactive collision checking; this one uses the former to make fall-through platforms and ramps possible. It's kinda flaky, though, as anything other than whole numbers for movement speeds breaks it. That's on my to-do list of things to fix.

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Nice sprites, really digging the riot officers.
Thanks, man, really digging your avatar.

Praise the sun.

Acid 9 years, 7 months ago

Smooth animation transitions make and break games for me. If it looks and feels good to just move, I can have fun just traversing a level. If it's clunky or jarring, I get distracted and it breaks all of the potential immersion I could have had.

All it takes is a 2 frame landing state to keep it fluid.

Charlie Carlo 9 years, 7 months ago

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Are you using pixel perfect stuff for your tests?

Yeah; it's not quite what you were showing off, but it's a step above what you were complaining about.