I did some tweaks to gameplay (tiles and obstacle) shader to fake a bit of light bounce from the background, also added a slight rim light to things. I added camera shakes when hammers hit the ground as well, it's based on the distance from the player to the hammer so bigger shake the closer you are. Really helped getting the hammers to feel heavy and powerful.
So I made a cheap-isch bloom effect today for my game. I wanted the lasers to have more of a glowy feel to get them looking more powerful, I also didn't want it made with particles or planes in front of the lasers since I don't want the problem of overdraw or clipping. So I made a script that detects lasers and when they are firing, and when they are a shader with three additive sprites are rendered on a plane infront of the camera and offsetted to the correct position. And whenever there are no lasers active it turns off. It's an extra pass but a lot cheaper than full screen bloom and with less fuzz than with multiple particles clipping meshes all over the place. A little technical there but I wanted to brag on how awesomely smart (I think) it is
Busy week, started working on a new level, added pendulum axes, color switchers (that flash and then switch the background color) and also a intro/outro for each level with an indication to what killed you. Really works great since sometimes it can be quite confusing as to what actually killed you. What do you think, starting to look like a game?
Finished level 2 for the game yesterday and also realized that I basically never posted a video with music. So here goes!
I've been working on boring stuff these last weeks, getting the UI up to par. Made a new design that was more fitting to the gameplay art, cleaned up a few areas and just went through everything one more time to check that it was looking sweet Now back to making the last two levels and sorting out the last plugin implementations!
I got checkpoints working last night, basically there will be one or two per level that you can start from by using earned checkpoints or for free by watching some kind of ad. Haven't really worked out that part yet but I at least know there are gonna be checkpoints for those who want to use those.
So I've started adding some plugins, ads, push, rate game, inapps etc but I also polished up the Mega Man tiles I did for level design. The level isn't finished so this is just a test though
So I finished up level 5 this week, have also been polishing and fixing a lot of issues. Only one more level left to design and then it's time for beta test and polish! Enjoy!
Wow.Games looks interesting.Would love to play.Please send me the build once beta test starts.My TestFlight I'd:[email protected]
So, it's time for Beta test! I'll be gathering in whoever wants to join for about a week then I'll be sending out the test. So if you are interest follow the link and Sign Up!
Ok, so Android beta is out for anyone who subscribed! Working on the iOS beta right now as well. If anyone want in a bit late just let me know and I'll make it happen.
So beta is up and running, I've been hammering bugs and polishing things I've gotten back as feedback from players. Also noticed quite quick that the level 2 I had was faaaaaaar too difficult to be level 2. So I whipped together a new background and a new level 2 and pushed the old level 2 to level 3 instead. (Yes, that is a lot of levels in one scentence)
So I've been quiet for a while but that's because I've been finishing up the game. Just got some final tweaks to get done then it's ready to go. Therefor I've gotten started on screenshots, icon, trailer and all that stuff! Thought I'd share the 30s preview trailer. What do you say, good enough?
Found a 6 month old gif and made a little split view compared to one captured recently. Nice to see that even though it has changed a lot the core is still there. (new on the right)
Zilk you're a damn talented guy, would be great if I got invited to the testflight. Sent the mail via pm