diegzumillo







This avatar is so old I still have a some hair





Level 10This avatar is so old I still have a some hair Re: Remnants of Naezith - a fast-paced grappling hook platformer « Reply #2 on: October 10, 2015, 08:50:48 AM »



I made a grappling game prototype a long time ago. Coincidentally the rope was also made with blinky particles and there were pads you step onto to change the grapple. But all in 3D. I made a few videos of it then never worked on it again I love the spinning animation! makes it look so dynamic.I made a grappling game prototype a long time ago. Coincidentally the rope was also made with blinky particles and there were pads you step onto to change the grapple. But all in 3D. I made a few videos of it then never worked on it again Logged Apple and Worm devlog

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naezith







Remnants of Naezith





Level 2Remnants of Naezith Re: Remnants of Naezith - a fast-paced grappling hook platformer « Reply #6 on: October 11, 2015, 01:12:30 PM »

-> 15:12

Removed frame-rate limiting for now, will experiment more in future.

Fixed wall-sliding to air frame was not properly changing when hook is active. -> 23:58

Editor: Stick of the moving blades are now clickable in any way

Editor: Added object moving (Hold M + Click and Drag) for some objects(Turrets, Lasers and Moving Blades)





Area-based objects like checkpoints, end-level, water that kind of stuff are not moveable yet tho but this update still makes some stuff a lot easier I am trying my best to make the level editor feel very comfortable to work with. 11.10.2015Area-based objects like checkpoints, end-level, water that kind of stuff are not moveable yet tho but this update still makes some stuff a lot easierI am trying my best to make the level editor feel very comfortable to work with. Logged

lobstersteve Guest

Re: Remnants of Naezith - a fast-paced grappling hook platformer « Reply #7 on: October 11, 2015, 01:20:55 PM »

If you probably make the rest of the world with those bright colors like the character someday, it might look really good

I'm always in for some good platformers.. Yeah, great idea to make the grapplehook look that way. seems really fun to useIf you probably make the rest of the world with those bright colors like the character someday, it might look really goodI'm always in for some good platformers.. Logged

naezith







Remnants of Naezith





Level 2Remnants of Naezith Re: Remnants of Naezith - a fast-paced grappling hook platformer « Reply #14 on: October 12, 2015, 12:35:49 PM » Quote from: DizzyDoo on October 12, 2015, 03:30:08 AM The trail effects on those grappling hooks, combined with the spinning when they're not in use, look fantastic. I think this'll be a very interesting game to speed-run.



I am glad you liked the juice! Yeah since there isn't anything fixed/limited, there are tons of variety in the movement so everyone will have a different "time score or/and replay" even in a pretty basic hook level. Every replay worths watching!



Quote from: lithander on October 12, 2015, 03:43:28 AM Level-art is a placeholder?

Love the visual FXLevel-art is a placeholder?

Haha yeah I only pimped out the character yet, tell me if you have some other nice effects/animations, I will add them! Rest of the graphics are just placeholders, yes.



Quote from: c023-DeV on October 12, 2015, 03:56:20 AM



Wish you all the best and a smooth development! Looking forward to this, sins it looks like it has the feeling that I like - momentum!

Looking good!Wish you all the best and a smooth development! Looking forward to this, sins it looks like it has the feeling that I like - momentum!

MOMENTUM!! I don't know if you're good at Quake but if you are, you obviously like the momentum, that's me! Thanks for the great wishes!





Update:

I had a temporary speed limit which is "a big enough number not to penetrate walls" for the character. Game runs at 125 update ticks per second so that number is pretty big but I really want to give what I promised, "NO SPEED-LIMIT"! So I am doing surgery on my movement and collision check/resolve code to make it real.



Sweep algorithm works against the tilemap now, worked on that today. But it does not check it against objects or different tile types yet. Also hook code makes him go into walls with the new sweep check, need to figure that out too. I am glad you liked the juice! Yeah since there isn't anything fixed/limited, there are tons of variety in the movement so everyone will have a different "time score or/and replay" even in a pretty basic hook level. Every replay worths watching!Haha yeah I only pimped out the character yet, tell me if you have some other nice effects/animations, I will add them! Rest of the graphics are just placeholders, yes.MOMENTUM!! I don't know if you're good at Quake but if you are, you obviously like the momentum, that's me! Thanks for the great wishes!I had a temporary speed limit which is "a big enough number not to penetrate walls" for the character. Game runs at 125 update ticks per second so that number is pretty big but I really want to give what I promised, "NO SPEED-LIMIT"! So I am doing surgery on my movement and collision check/resolve code to make it real.Sweep algorithm works against the tilemap now, worked on that today. But it does not check it against objects or different tile types yet. Also hook code makes him go into walls with the new sweep check, need to figure that out too. Logged

naezith







Remnants of Naezith





Level 2Remnants of Naezith Re: Remnants of Naezith - a fast-paced grappling hook platformer « Reply #16 on: October 13, 2015, 08:52:47 AM » Quote from: c023-DeV on October 12, 2015, 12:57:33 PM Quote from: naezith on October 12, 2015, 12:35:49 PM MOMENTUM!! I don't know if you're good at Quake but if you are, you obviously like the momentum, that's me! Thanks for the great wishes!



Ok, now this is kind of a nerd moment...

This is on my skin:

(looks cleaner irl - its on my back and hard to make a pic, had it done in BAli '09 - full moon mushroom*cough*)



Rocket Launcher icon is coming to my trigger hand next =D



That game thought me most of what I knew to get started in game-dev ... and robbed like 4 years of my youth. RocketArena3 !



MAybe you'd like some aspects of my game too then



Seriously, you have something cool going on if you play it right! I'd be ready to support you with audio/visual stuff if you need some backup! (Almost done with my game so I'll have some time soon)

Ok, now this is kind of a nerd moment...This is on my skin:(looks cleaner irl - its on my back and hard to make a pic, had it done in BAli '09 - full moon mushroom*cough*)Rocket Launcher icon is coming to my trigger hand next =DThat game thought me most of what I knew to get started in game-dev ... and robbed like 4 years of my youth. RocketArena3 !MAybe you'd like some aspects of my game too thenSeriously, you have something cool going on if you play it right! I'd be ready to support you with audio/visual stuff if you need some backup! (Almost done with my game so I'll have some time soon)

Wow, coincidence? I spent many years to Quake aswell but zero regrets.







Update:

Made the hook algorithm work with the new sweep collision check. Other objects are left such as player v other tile types, player v rockets, lasers, moving blades... stuff like that. Wow, coincidence?I spent many years to Quake aswell but zero regrets.Made the hook algorithm work with the new sweep collision check. Other objects are left such as player v other tile types, player v rockets, lasers, moving blades... stuff like that. Logged

naezith







Remnants of Naezith





Level 2Remnants of Naezith Re: Remnants of Naezith - a fast-paced grappling hook platformer « Reply #17 on: October 14, 2015, 04:36:16 AM »



I am spending some time still on game design/juice/feel whatever you call it. So I am open to advices about these topics because I know they make the game, a game.



Update:

Fixed hook-pull while accelerating hook-band was doing some weird stuff.

Fixed hook-band was dragging the character even through walls.

Changed the dash mechanic to old style, which boosts only to left or right because it seems to be more consistent.

Increased ambient volume.

Fixed character was going through walls at very high speed (Almost impossible to reach without accelerator/jump-pad).

Fixed character was going through walls while swinging and hitting to some wall in a rare way.

Fixed arm/hand positions were coming from a frame behind.

I am fixing stuff more than adding new stuff, I don't know if it's a good thing but yeah...I am spending some time still on game design/juice/feel whatever you call it. So I am open to advices about these topics because I know they make the game, a game. « Last Edit: October 14, 2015, 04:45:07 AM by naezith » Logged