Posts Tagged ‘walkthrough’
And finally, Erase walkthrough : the second part.
It is time to help the less reckless players. Here is the first part of the Erase walkthrough, with the solution of the famous Level 4 which stop a large number of players.
Here’s the walkthrough (spoilers):
Engine: Unity free
Graphics: Photoshop, Flash, SAI
Sound: FL Studio + Massive VST + Goldbaby drums
The main goal was to field-test my animation system – animation editor and animation playback libraries for Unity.
The animation editor looks like this:
A lot like Flash with layers and nested animation clips, but with float frame values, “bones”/layer hierarchy, double keyframes for sprite changing.
And here’s the usage in Unity:
Fun thing is that you don’t have to manually import textures/sprites for animation, you just drop them into folder named “Sprites” and the system automatically picks them in editor, makes a library in Unity and stores textures into atlases (for now i’m using TK2d for atlas generation, but later i might remove this dependency).
In runtime there are 2 ways of playback – “rigid” – switches frame immediately, and “interpolated” – with possibility to crossinterpolate multiple animations, and overlay multiple animations. Rigid is faster and more useful for simple things like bullets, ui elements etc. Interpolated mode allows to smoothly switch between animations for characters. With overlayed animations in interpolated mode i could make the character shoot in 4 directions while standing, running or jumping, also landing squish was an overlayed animation too, so you could see the character counteracting the landing impact while continuing to run and shoot. And another fun thing is, it can be called with 1 line of code, like:
if(just_landed) anim_inst.OverlayAnimationReuseLayer("land", "stand", ...);
You can use different shaders and materials in one animation, it will create different meshes during playback, and if you use one material it will use the automatic batching.
Anyway if enough people are interested in this system, i’ll release it later.
I also used my polygon editor with some adjustments:
//that’s how you not use it, since physics only works good with convex polygons
In the last day i was kinda tired and sad, so i decided to screw around with FL Studio for some time, and made a simple electro-screechy thing using 4 Massive channels and funk-drums. I think it gave me motivation to finish at least something playable. It’s the first time i’m doing game music.
- I’ve spent most of the time fixing bugs in animation system, finding a way to correctly sort sprites by depth, learning how to use materials and shaders. In other words i ignored most advices about using only reliable tools that you are familiar with (again).
- I like to do detailed sprites and was anticipating to draw something with shading and stuff.
- The game is too short, with very few game objects and only one level (too little time was spent on actual gameplay, most of it went into technical stuff and debugging).
- There are severe memory leaks (materials and meshes) that i haven’t noticed (due to my poor knowledge of Unity) and that may crash your browser.
- It was too stressful.
- I did fix a lot of bugs in animation system, and made it work.
- I learned how to shader.
- Now i know how not to update procedural meshes and materials.
- I’m still new to Unity, and i’ve learned a lot from this jam.
- I did music.
- I managed to finish something playable, YAY!
!MINIMAL DISCO WARNING! PROCEED WITH CAUTION!
Reading some of the comments on Less is More? it seems that some levels can be difficult, so I made I walkthrough video.
Here’s a video of me playing & talking about my entry:
Also, if there’s no comment on your entry from me yet, it means I haven’t come across it. I’m rating like mad, so if you want me to drop some wisdom/pain on you feel free to link me your entry & I’ll git right on that.
This is the first time I really finished a game for the compo and I am myself satisfied with it, so it deservs a postmortem! (more…)
Okay, I spent the past two days bashing my head against the keyboard trying to encode video directly from my game, Digital Generation. The result? A video walkthrough! It’s also a bit of “developer’s commentary” for the game.
I don’t know how to embed videos into posts. Digital Generation Walkthrough (Youtube)
I have uploaded a walkthrough of my game Gems of the Evolving Land for thoes lazy people who don’t want to play a game.
Enjoy and comment all those mistakes in my commentation!
Really you should play it yourselfs here: GotEL on http://staticvoidgames.com/
Some of you played my game “Lab Lights,” the game I created for the miniLD #36.
Well if you haven’t seen it yet, it’s a difficult puzzle game where you push around batteries, crates, TNT, and magnets with a main goal of lighting up all the lights in each of the 23 levels in order to get to the last room and turn on the generator!
You may play it on my site here:
Here’s the link to the miniLD entry:
So here’s what my feedback was like:
When I put it on Newgrounds, it got daily 3rd best flash submission and later front-paged for a few days! A rush of reviews and comments appeared. Many people loved the difficulty of the puzzles. A few people mentioned how rare it is these days to find good puzzle games this hard. A few people compared it with “Chips Challenge” and “Shove It.” MDeathM (on Newgrounds) says, “All in all, a phenomenally challenging and engaging puzzle game. Thank you for this creation.” These words are very nice and I can only thank Ludum Dare for challenging me to make it.
To my surprise, Ryry67dude (on Newgrounds) made an hour long let’s play of it (and rage-quit at level 17) the day after the release! Here’s his video:
Unfortunately though, not everyone enjoyed the difficulty level of it. Many people got stuck on level 2 or 7. Some players mentioned I fried their brains, heehee!
Since I recognize how hard these puzzles are (I describe it as brutal), I made a full walkthrough of all 23 levels. Here’s the video:
(You should subscribe to me as well )
Lastly, some people said I should make a sequel. I was thinking about it lately, and I think it would be a good idea. I have some new gameplay elements that would be cool to add (Lasers and mirrors, differently sized boxes, teleporters, and boulders). If you have any ideas, I’ll be happy to hear them
Thanks for listening to my rambling, and thank you Ludum Dare for another fun experience! If you want, you can rate and review the game in the comments on this post.
Thanks everyone for the feedback thus far on my entry, most notably Daniel X. Moore’s comment about not being able to run Unity on Linux. I’ve put together the above walkthrough of the game from start to finish.
So, for anyone having issues running it or beating it, you’ll get the whole experience here and hopefully still be able to contribute a rating!
I’ve also prepared a version of the video without commentary. Thanks again for checking out my stuff, I’ve had a blast playing through everyone else’s!