How about going crazy and sampling the support of 3D in my current game engine? I don\'t mean adding a 3D world nor even so-called 2.5D (2D motion in 3D display as in Relminator\'s last submissions), but simply the use of 3D hardware to render things such as pendats body, swinging ropes or falling books … Continue reading Let\'s get Z !
Month: November 2013
Let’s get Z !
How about going crazy and sampling the support of 3D in my current game engine? I don't mean adding a 3D world nor even so-called 2.5D (2D motion in 3D display as in Relminator's last submissions), but simply the use of 3D hardware to render things such as pendats body, swinging ropes or falling books … Continue reading Let’s get Z !
WYSIWYG level
I had a bullet point in my "todo-before-release" list saying that the level shall be WYSIWYG -- the accronym for "What You See Is What You Get", which is just a coder jargon for form-fits-function. You see a solid structure, there is a solid structure. You don't see any, that's because there isn't any. No … Continue reading WYSIWYG level
A block too far.
Dix blocs à franchir ... Ce second obstacle continue à rebuter, mais ça devient plus facile à gérer. Dans la version g88, il était indispensable d'arriver avec la bonne vitesse sur une petite gomme. Sauter trop tard (en courant), c'était l'échec assuré. Ne pas courir, c'était arriver à coup sûr trop court.I guess many have … Continue reading A block too far.
Fine-tuning.
Raw as raw can be: here's a collection of "todo items" related to the "20 years anniversary level" that has staid draft since my first re-contact with the BilouCorp. It's not very sexy, but at some point, gameplay fixing is also those kind of fine-tuning. [done] BIGFALL Camera: a maximum vertical speed of 7 for … Continue reading Fine-tuning.
horizontal position.
What if one reason for players failing to clear the large-pencils-pit was that they can't predict what's ahead? With the 'G88' release of the anniversary level, Bilou was tightly centered on the screen (horizontally). So tightly that you could barely see a few pixel of the other side even though you dangerously adventured over the … Continue reading horizontal position.
L\'avis de Joke
Longue session de beta-testing hier avec Joke de la BilouCorp -- une corporation sans lien direct avec mon personnage fétiche mais néanmoins fort sympathique et versé dans la conception de jeu vidéo -- si bien que ce matin, je passais le démarrage du niveau en mode \"image par image\" pour comprendre d\'où venait ces \"à-coups\" … Continue reading L\'avis de Joke
L’avis de Joke
Longue session de beta-testing hier avec Joke de la BilouCorp -- une corporation sans lien direct avec mon personnage fétiche mais néanmoins fort sympathique et versé dans la conception de jeu vidéo -- si bien que ce matin, je passais le démarrage du niveau en mode "image par image" pour comprendre d'où venait ces "à-coups" … Continue reading L’avis de Joke
Fixing Monsters
Walls ? Caves ? Where ?I mentioned earlier a post on frogatto blog about the danger of setting the bar too high for your monsters adaptiveness. E.g. it would be pointless to develop A* pathfinding so that lakitu can track you in a caves maze. Yet, when I explained Didier that I froze development with … Continue reading Fixing Monsters
Die and Retry ?
J'ai pu rassembler quelques feedbacks sur le niveau-anniversaire cette semaine, dont celui très attendu de Pierrick... et ce premier Novembre aura aussi été l'occasion de voir le mode "essaie de battre mon record" à l'oeuvre avec les cousin(e)s d'*deline. Je pense que la citation de Pierrick reprend bien la première réaction de la plupart des … Continue reading Die and Retry ?