Yeah, I was wondering if that caused any issues since rotation direction is important for you. So hearing that it seems ok is interesting.
Two more maps. I now have lighting for Dusk and Dawn in addition to the Day and Night lighting from before. Each scene is currently hand lit, but I think with these 4 points Iād be interested in doing a full blown Day/Night cycle. It wonāt be very useful for multiplayer, but itāll add a lot of interest to the single player.
Added a dynamic stage select. It needs sound FX and a few tweaks, but Iām pretty happy with how it looks.
Having a hell of a time figuring out how to do this clocktower level. I think this is a good layout for the gears, but I donāt know what to put around them, how I can make it asymmetrical but fair, and deal with the information behind gears (fill it up w/ space?). Iām also not 100% on how to figure out if you get squished between gears.
But I do like looking at those gears turn.
I recently found out twitter GIF size is 506x506 so Iāve been going a little crazy with the GIFs. Using Screen2GIF itās ~125 frames for the large GIF, and ~450 frames for the smaller GIFs. Obviously some are clearer than others. Sorry for the filesize, just pretty excited!
I need to get some video of a good match on that cloud gear level, but this will do for now
I also got some video from the Cloud Gears stage
I donāt know how to represent the south wall. It needs to be 6m tall to block movement, but representing it straight with this visual style occcludes a lot of walkable space. If anyone has ideas Iām all ears otherwise I gotta think on it for a bit
Maybe you need some kind of partially transparent wall, like a force field or something. Dunno if it fits w/ the style of your level.
Alternatively you could make some sort of effect by which you can see players through the wall, but that doesnāt really help them see where they can go, it only really solves the problem of people being able to hide behind it.
If the shadow-casting light is moved down, can you get the shadow from the wall to draw on the ground and the trees? Extending the height of the wall (while pushing its collider out to compensateā¦Iām not sure how much people walking behind occluding objects is ok in your world) may help, to a degree.
I didnāt do exactly what you said, but I think this helps a lot
I think Iām going to make a āground cutoutā texture that looks like rocks or dirt or something that makes it seem like you just took a sawzall and cut the top 5m of that wall. I know that itās possible that it could look like a shadow from an even taller wall off camera, but I think it works enough. I also think this is the kind of weird visual trick Iām into that can imply that itās possible to jump down from a cliff like that. I thinkI can script something where you jump north off a cliff and then the cliff disappears and turns into something like this.
I think what your new image needs is for the elevated wall to be in the light and create contrast with the ground beneath it.
You could also fake it with a shadow texture, old-school style:
always loved how hideous the ā1/2ā perk is in the LttP UI
I remember when I first played it as a kid and I was like āare they really gonna leave that there?ā
I didnāt make it āin the lightā but I did give it contrast from the grass by being a rockface like the top of it was just cut off.
That might read. You probably need to give the surface texture so it doesnāt look like a blank polygon face.
Any reason it couldnāt be a craiggy, jagged rockface?
Tile generation blocking that? That could be gotten around, surely?
Hey guys! Iām hosting weekly Parsec developer nights. That means I play The Moon Fields w/ folks on Sunday nights, and the first Sunday night for it is this Sunday. All you have to do is get Parsec and search for parties playing The Moon Fields, and youāll find me. If youāre interested in the game at all, Iād appreciate a signal boost at least, but if you wanna come hang out and play (or even host a game) thatād be super sick.
7pm Sundays, aka 7pm Tonight