Lerp Development Thread Quick test of the gameplay mechanic..
#17
Posted 07 December 2008 - 03:02 PM
Really like the idea, I like the morph effect too. It might look cool if you give the morphing graphic the physics of the new object and keep the momentum going? that way you can still keep the length of the effect and keep the pace going?
Currently, the idea is that time is frozen while you're in the morph state - I might try to make time slow down then speed up as you morph, which could stop if feeling so disjointed
#19
Posted 08 December 2008 - 03:34 PM
#23
Posted 02 January 2009 - 03:38 PM
[edit] - switched to a Vimeo video, as it's far better quality [/edit]
New video - with a better framerate
http://www.vimeo.com/2705236
This shows the Box2D physics engine at work (which wasn't present in my first video)
Previous YouTube version
New video - with a better framerate
http://www.vimeo.com/2705236
This shows the Box2D physics engine at work (which wasn't present in my first video)
Previous YouTube version
This post has been edited by benjymous: 03 January 2009 - 09:54 AM
#26
Posted 02 January 2009 - 06:47 PM
New video - lower quality (thanks to YouTube) but a better framerate
http://uk.youtube.co...h?v=TE15HVVxjtU
This shows the Box2D physics engine at work (which wasn't present in my first video)
I've been waiting for someone to give the Box2D engine a shot and it looks great.
Your just missing the piece of string from the end of the balloon
#27
Posted 02 January 2009 - 08:30 PM
New video - lower quality (thanks to YouTube) but a better framerate
http://uk.youtube.co...h?v=TE15HVVxjtU
This shows the Box2D physics engine at work (which wasn't present in my first video)
I've been waiting for someone to give the Box2D engine a shot and it looks great.
Your just missing the piece of string from the end of the balloon
same here,
ill be using it for a few physics games of my own, but theyre more along the lines of world of goo, type concept
anyway love the idea, and i like the character although, wouldnt really like looking at him for too long, would it be ok if i try to come up with one, and if you like it you can use it, what size is it?, (also i think the bricks are outdated, but i know its early and pandora is quite retro, although i personally hate retro)
#28
Posted 03 January 2009 - 09:32 AM
anyway love the idea, and i like the character although, wouldnt really like looking at him for too long,
Then you can morph into something more pleasing
(also i think the bricks are outdated, but i know its early and pandora is quite retro, although i personally hate retro)
Don't worry - those are just placeholders - I just quickly threw something together in PSP as I needed to start building environments to test the engine!
I haven't totally decided on the art style I want to go for with the backgrounds yet - I've considered using photos of around the house as backgrounds, in a "creatures that come out at night" style, although my current tests with SDL seem to suggest that it really struggles drawing lots of large bitmaps - I'll probably have to switch to using the opengl layer, although I'd rather keep it in software if possible, so I can port it to other platforms
#29
Posted 03 January 2009 - 08:27 PM
yeah i like the idea of creature that come out at the night, i myself was expecting this to turn into something similar like Abe's Oddysee : Odd World
but i like your idea better
just make sure you make the player smaller, i think hes a bit too big at the moment, it doesnt give you much room to a manoeuvre, without scrolling and you dont want it scrolling too much
but i take it was made for the psp's screen
but i like your idea better
just make sure you make the player smaller, i think hes a bit too big at the moment, it doesnt give you much room to a manoeuvre, without scrolling and you dont want it scrolling too much
but i take it was made for the psp's screen
This post has been edited by emcp: 04 January 2009 - 03:36 PM

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