Started by Legend, May 31, 2015, 07:32 AM
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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.
This is my post-mortem of what it's like being a solo game dev. #gamedev #tips pic.twitter.com/fa6C3dL4Ev— Jacob Janerka (@ParadigmGame) May 16, 2017
This is my post-mortem of what it's like being a solo game dev. #gamedev #tips pic.twitter.com/fa6C3dL4Ev
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......screen tearing everywhere! Also my primary AA solution turned off.
How is there screen tearing? Is 120fps @ 10k too much for the ps4?
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.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.
Exactly. Players had no momentum.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.
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