{Downieville #6} : Programming GIFs

Posted by Mush on Aug. 7, 2013, 3:06 p.m.

3D Platforms

Starting working on the fake 3D. The shadows and image depth are a bit buggy.

Inventory, Projectiles, and Smell

You can switch between items, and items are deleted when used up. Different projectiles have different weights and momentum. Sardines emit stink that can't travel through walls.

Projectiles lay flat when they come to a stop. Projectile's weight affects gravity.

Comments

Eva unit-01 11 years, 3 months ago

That 3D platforming thing has always been something I've been interested in. Tried to make a few engines back when I was still making games, and failed when it came to jumping and all that. I pretty much ended up making what can be seen in the MegaMan BN games.

But yea this looks awesome.

Rez 11 years, 3 months ago

whats this being made in? great stuff btw

Castypher 11 years, 3 months ago

Oh man, I am loving the look of the slingshot, and I think that will be a fun gameplay mechanic. The 3D platforming looks excellent too.

JuurianChi 11 years, 3 months ago

All that with Lateral GM?

Nifty.

Cesque 11 years, 3 months ago

I've always had plans to make a pseudo-3d game, but a slightly different take on it: a game where the level is composed of a number of layers, but you can only cross them at relevant points, e.g. a corridor and the rooms behind its wall would be separate layers, and going in/out of the room would switch the layer. But layers which aren't blocked would be visible at all times (e.g. backgrounds sticking out from behind a fence), enemies would be able to go in/out of rooms between layers, and you would also be able to snoop on what's going on inside a room by pressing a relevant button near its entrance to take a peek without entering.

Actually… I think an idea like this would work pretty well for your game (or any stealth-based game).

Other comments: Smells look pretty good so far. The jumping animation should have more contrast between jumping up and down, or maybe make the jump slower, currently the guy looks like he's an overburdened bird taking off, not a jumping human being.

A question on something completely different: Do you intend to animate your clouds? *sadist face*

Mush 11 years, 3 months ago

Basically the world has three Z Levels, and the player only collides with platforms at the same Z Level. It's a little more complicated than that though :P

@Cyrus: You can have it! Lemme comment and de-hard code it, and I'll post it.

@Eva unit-01: Me too! I've been trying to make something like this for ages, but when I was hiking yesterday, it just hit me. It's simpler than you think :)

@Rez: It's programmed in ENIGMA / LateralGM.

@Kilin: Thanks :)

@Chi: Yep. It's verrrrrrrrrrry unstable though. I have to save every 30 sec 'cause it randomly closes. It's worth it, given the amazing speed increases over GM.

Mush 11 years, 3 months ago

@Cesque: That's exactly what I was planning on doing. The peeking idea is great! Never thought of that- it would add a lot of strategy.

Jumping animation is placeholder, it bugs me too.

Quote:
Do you intend to animate your clouds?
Absolutely not. But you planted a seed, and I hate you for it.

Castypher 11 years, 3 months ago

Holy shit, that momentum transfer.

Mush 11 years, 3 months ago

Perfectly elastic [:D]

Mush 11 years, 3 months ago

Going back to your comment, Cesque

Quote:
I've always had plans to make a pseudo-3d game, but a slightly different take on it: a game where the level is composed of a number of layers, but you can only cross them at relevant points
I imagine this would be compatible with the system I have now: each "layer" (layers being rooms connected by corridors, for example) has its own depth (the top GIF would be considered one layer of a house). Are you saying that it has to be one or the other? Just clarifying.

Sorry for the self-bump :S