henke on 1/3/2018 at 09:05
A rare, perfect, full-body trashcan entrance.
Inline Image:
https://www.dropbox.com/s/mfvwi4mbm0iypqg/PogoGIF03.gif?raw=1Development is going slowly because my testing sessions have a tendency to get sidetracked with just trying to get the guy into the trashcan. On the plus side I
has given me an idea for a game mode called Trashhead, where you have to try to get your head into a trashcan. There will be online leaderboards so you can see who is the best trashhead worldwide.
Renzatic on 8/3/2018 at 02:33
Reminds me of something awesome is what it does.
Yakoob on 11/3/2018 at 23:28
Thanks guys! Got a new teaser based on the new intro sequence:
[video=youtube;7ERFv_KQfuI]https://www.youtube.com/watch?v=7ERFv_KQfuI[/video]
Sulphur on 12/3/2018 at 06:09
...did you put a Navi speech bubble in there on purpose? That's a grade-A reference. :D
Yakoob on 13/3/2018 at 03:28
Quote Posted by Sulphur
...did you put a Navi speech bubble in there on purpose? That's a grade-A reference. :D
You mean at the end? Haha the "Hey Listen" line is indeed a reference ;p but the speech bubbles have been there since Headliner 1
Quote Posted by icemann
On a side note. I'd recommend doing what you do in the intro for the first 40 seconds, with the girl running, the text appearing above the buildings etc. Do that as your intro to the game when you start a new game, but just with your credits sequence in there. I think that'd look awesome. Would give it a 90s movie/game kinda angle.
That IS the game intro :)
Pyrian on 13/3/2018 at 03:55
How's this for a bug: I've got a bunch of stuff in orbit with random rotations and angular velocities. The orbits are very carefully calculated... But some of them were going off course, seemingly at random! Took me two hours to figure out that the (invisibly calculated) center of mass was not the same as the position, causing my gravity and orbital calculations to be off - how much off depending on the randomized rotation!
Had to go through and make sure every object's center of mass was the same as their base position. (I could just set it directly in the code - in fact I did for testing - but that makes them slightly off balance, so whatever.)