We do a lil conflagration
We do a lil conflagration
Yeah I totally appreciate that women have more to be concerned about and safety is more important. But I learned the hard way guys shouldn't let their guard down all the time either. Worlds got crazy people in it.
I don't think I've ever worried about being attacked at my doorway. I've always lived in relatively safe areas though.
From Kodansha's "Light Hole" papercraft stop-motion branded film, featuring Akira, Attack on Titan, Ghost in the Shell and many other mangas.
Directed by Toru Katori (Animation director: Takuro Oishi).
Full video >> www.youtube.com/watch?v=iIL_...
I often list games by objective scores, but this list is much more vibes based. Each one took over my life and imagination at some point.
my9games.com
You should check out Bryce if you're not already aware. A lot of the early 3D renders of fancy primitives were rendered from that software.
Sort of a 90's Cyberspace / early VR vibe
This looks amazing, great work!
mobOS trailer - Fake OS & Internet Exploration Game
#gamedev #indiedev #gamemaker
Bsky been messing up for the past 30 minutes or so I think?
In both games levels are skate-parks, and it doesn't feel substantial enough. Like I appreciate there's a market for stylistic extreme sports games, and both elevate the genre for what's come out, but it felt like a 7:3 ratio of sports game to adventure game, and I feel like 4:6 would taste better.
I think what JetSet / Bomb Rush get half-right is that folks wanted a Tony Hawk game that was more than just points. Skates, bikes, and boards are fun ways to navigate a world, but few games implement them in ways that let you also do tricks and have fun with it. It's usually walking sped up.
A lot of yesterday was also spent figuring out that there's a 1ms moment where my grass_cutter hitbox overlaps the middle of the player before snapping into position, meaning any grass under Link was getting cut. So I had to introduce a 1ms delay before enabling the collisionshape2d.
I've also been getting bushes and grass working. Links Awakening treats these differently from entities and I believe just checks one pixel about 8px in front of the direction Link is facing for objects to cut so I'm trying to replicate a similar behaviour.
I spent most of yesterday experimenting with butterfly movement, different algorithms for different kinds of erraticity. I went with setting random angles and lerping towards that direction every 0.5s, providing smooth but erratic movement.
Love the underlying message that the UK is culturally richer together with Europe. It doesn't abandon Brit culture but shows that alone we're left with biscuits and beans. We see how much better things are when we include what Europe has to offer, speaking directly to the anti-Brexit sentiment โค๏ธ
Definitely my favourite of the C&C's, and some of the first online play I got to experience.
Just kidding, I politely turn them around. No sprites were harmed โค๏ธ
The trick to keeping butterflies where you want them is tiny leashes the player can't see and electric shocks
#godot #gamedev
A longplay look at the game in it's original form. Such a unique vibe that's been lost in translation.
A capture of Link's Awakening on the gameboy in four shades of black to yellowish white with tones of green in the grayscale.
In the same way the CRT impacted how we saw pixel graphics you don't see properly conveyed in emulators, the same is lost for the gameboy. The LCD screen had a strange feeling of depth, everything softly blurred as it moved and left a trail. It felt like a calculator display doing magic.
Very inspiring. I'd love to give this style a try at some point.
Hella 90's but I miss when consoles had a theme or vibe that wasn't afraid to put off some people, rather than the modern curves and blocks approach.
Consoles used to have so much personality. As a kid my invented console was the 'Wave', which had a plastic shell with the top shaped into the rippling surface of water frozen in time. Cartridges could be droplets or drops. Then I guess later versions could be the TidalWave, the hand held 'Surf'.
Looks super professional, well done!
By the time I saw this story it was already people commenting on screenshots of comments so I had no idea this was the source!
The social media mantra.
I've always found it disconcerting that Link absorbs the life force of the most vile monsters ever created to extend his own life. Yet he remains incorruptible.
While the attack state happens when you press attack in the idle or moving states, then it just does the attack animation, moves hit boxes around, and returns to the idle state. In the context of an app, states could represent tools this way like the paint bucket tool, brush, or eraser.
Re: the above, node based states is where you use blank nodes and attach scripts. When a node is 'active' your functions link to a shared function in all the scripts, customised for each behaviour. So you can compartmentalise your code easily with say the Idle state only listening for inputs.