Started by Legend, May 31, 2015, 07:32 AM
0 Members and 3 Guests are viewing this topic.
This game looks simple, beautiful, and innovative. Creativity is not dead and I love what you have created. I really look forward to multiplayer and its community base.Well thank you. That's an incredibly positive post
Oops I broke something. I've been working on HUD design so I haven't booted the game up on the testkit for a few days. Well uploaded the newest build to see how everything looked on a different TV and...How is there screen tearing? Is 120fps @ 10k too much for the ps4?
...screen tearing everywhere! Also my primary AA solution turned off.
How is there screen tearing? Is 120fps @ 10k too much for the ps4?edt: it was just the Unity engine being stupid. The system just randomly decided to change the game to the lowest graphic settings.
Right now I'm completely redoing the platforming physics. I redid them a long time ago for Adventure, but Cube Royale's have been untouched for years.In what way did it feel odd?
That's because Cube Royale was incredibly "tight" in the sense that I just mapped input directly to velocity. Could stop as fast as you could let go of the stick.
It works pretty well on the ground so I might not actually change it, but in air it felt really odd. I think my new method could be pretty cool.
In what way did it feel odd?Well I mean I'd imagine it'd be odd to stop moving abruptly in midair.
Well I mean I'd imagine it'd be odd to stop moving abruptly in midair.Exactly. Players had no momentum.
Exactly. Players had no momentum.Oh I think you talked about this issue before. Definitely remember commenting on something like this before.
New method still allows just as much control, but movement feels weighty. Much cooler too.
Oh I think you talked about this issue before. Definitely remember commenting on something like this before.Almost exactly a year ago I redid the platforming for Adventure, but I'm not sure I posted anything publicly about that.