After you're get the game in a stage of polishing you'll need people to play test the levels and fine tune the whole thing. The level design is quite unforgiving lol But that's a whole other subject. The hazardous objects could be more distinguishable, specially the spike ball! I never see those things until I tun into them. It needs more value variation, the platforms could be lighter and the background/foreground objects (the ones that don't block the player) could be darker. In the first video it had very little models and textures, it looks prettier now, but also messier. There's definitely improvement in the artistic department, but the visual design is still a little messy. I kept trying to do the dash like it was a double jump, instinctively. Question: is there anything stopping you from using the same button for jump and headbutt? I don't think there is (not entirely certain though) and it would simplify the controls. I love it! Specially the music from the first video, why did you discard it? D: My god this is one weird, eerie and psychedelic game. * New object: Arrow Thrower, works like a spring, but without colliders, only triggers Īny feedback is welcome, thanks for the attention * 3 new modes of game created: time attack, token challange and score challange * Maximum movement speed reduced by 25% to avoid collision bugs I got some problems with IO functions that I use to save the game so, for while there is no webplayer buildĪlso as a test version, this version does not have game over, when you lost all your lifes you just go back to the menu. It's a pretty little and simple level because it's the first level I think that you can beat this level in 1 minute. It only contains the first level from the first stage and its 3 challanges are enabled when you beat it in the normal level. This demo version is playable but contains some animation bugs, also the menus are temporary, so take easy with the art area. I am planning to get this feedback, fix the artistic part and then start to make new levels and finish this game or try other projects that I have in my head depending from the feedback. Then I decided to release a alpha demo version and get the feedback until I have time to use in this one again. Hello guys, I think that in this end of year I will be very busy with university, job and looking for a new place to live, soo I think that I won't have many time to use in this project. There are some bugs, the graphic and sound is not very good, there are some animation glitches and a lot of things to improve, but I am posting this video of this alpha version just to show the main idea, what do you think about the game and mainly the gameplay ? After reflect you can change the headbutt direction. Also when he attacks the "reflector walls", this move is reflected with a 10% bonus of speed. It can attack in this way only one time until touch the ground again or other things like ropes and springs. He can walk normally or do a headbutt attack like a dash move. The main character of this game is called ArrowHead because he is a "live arrow". Based on it I resolved to make a simple fast-paced 2D platform game as my first game. Hello guys, I am using Unity since December 2011, studying via the Lerpz 2.5D tutorial. there's a good reason 100% of other shooting mechanics in other games get rid of them when ADS'ing lol.I noticed in Youtube that a lot of people continue watching this old video instead to watch the newest one, so please click "Last" to see the newest version, webplayer and its news When iron sighting or ADS'ing with any scopes or sights, the jerking of the gun (recoil) is your clear indicator of accuracy. Same with iron sighting, it's especially annoying on the M60. I honestly don't ever use red dots because the crosshairs negate the whole point of it and it sort of messes my vision up. It feels extraordinary silly to have the crosshairs showup while aiming down the sight with a red dot or a scope equipped, too. There is just something fun about using the sighting on the gun or the knuckle of your hand when using the bow more than the crosshairs. In that mode you would just know that the crosshairs is in the tightest configuration that it could be so that your aim would have the best chance of hitting. I would think that would be obvious if you switch to ironsight mode. The crosshairs shrink to show that you are taking the time to stop and aim. I agree with this and it actually would also gel just fine with what Gazz was saying about the dynamic nature of the crosshairs.
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