![]() We chose the last option being the most complex because we want the game to have a great graphic quality combined with a lot of action, so we didn’t want the movement to look hard or inaccurate, and we want the characters and scenarios have great depth.- NEW 'Controller Test' branch - NEW Controller Issues 'Default' - Controller Support Tweak 'Next Update' - Controller Support Tweak 'Next Update' - Controller Support Miscellaneous Fixes Fast Collision 'Next Update' - Mac and Linux 60FPS 'Next Update' - Phantom Slash fix 'Next Update' - Fast Collision 'Next Update' - Framerates and Gearbits 60FPS Release More Sleuthing Framerate Sleuthing Fast Collision Beta Hotfix Update 'Next Update': More 60FPS beta fixes 'Next Update': 60FPS beta fixes The 60 fps Update - Smooth as Butter, Rushing Bosses 'Next Update' live 'Next Update' is live, some input and minor fixes Multiple language support and some fixes in "next_update"! Save File Beta Co-op Update! Local CO-OP Beta Available NOW BETAS patch for 4.22. Also each action that is done has 5 directions (up, up-right, right, down-right and down) and for the rest the directions we reflect the sprites mentioned. The problem is that you have to do a lot of work in the graphic part especially for the direction of the leg, since it depends on the direction of the torso of the character. The body is separated in two (as it is done in the first option we mentioned): the torso points where the cursor is and the legs are addressed with the WASD keys. ![]() This is the most complicated to implement, but it is the one that looks best and can be quickly swapped for melee and firearms. It is difficult to apply for precision games like a shooter.Ĥth Option: Top-down of 5 sprites and 8 directions (example: Tower 57) Tower 57, developed by Pixwerk The games that use this camera mostly used melee or wide range attacks (like magic). The problem in this option is that the use of firearms feels unnatural. create and edit your sprites, an animation editor to make your sprite animations. With the arms is another story, they are free as in the previous option but it’s necessary to change the sprite to face the direction in which the body is. Hyper Light Drifter, Spelunky, Hotline Miami, Gunpoint, Nidhogg 2. The character has 3 sprites: up, down and right (for the other directions the sprite is reflected), the melee attacks and the movements are done with more graphic design work. The third option is almost the final one, allows a little more depth to the characters and it’s very dynamic. Hyper Light Drifter, a Heart Machine game Melee attacks can be very simple and makes it difficult to apply special attacks that we want to implement in the game.ģrd Option: Top-down of 3 sprites with free arms (example: Hyper Light Drifter and Wizard Of Legends) The bad: it is very used and makes the game seem one more of the pile. The arms are free and holding the weapon that point to where the cursor is. ![]() The body have only one sprite (the right, since the left is mirrored). This option is the most used by indie action games: gives a lot of charisma to the enemies but maintaining the simplicity. While this view simplifies many aspects of objects, settings and characters, it also takes away richness and visual variety, making it difficult to achieve a highly attractive visual styleĢnd Option: Top-down with a single sprite with free arms (example: Enter the Gungeon)Įnter the Gungeon, developed by Dodge Roll The problem was that some testers found it uncomfortable, since they could not distinguish the player from the enemies, by the speed of the game and by the amount of enemies that were on screen, they also felt strange and uncomfortable sight (as if they flew over the game).Īnother difficulty was the visual part. It gives a lot of freedom and simplicity in applying melee attacks and with firearms, also the handling of the character was very dynamic. This view allowed us to move and animate more easily the legs and torso, since they were separated, as if it were a tank: while the torso pointed where the mouse cursor was, the legs were handled by the classic WASD keys. were discarded.ġst Option: Totally overhead (example: Hotline Miami) Hotline Miame, published by Devolver Digital Keep in mind that this is for a 2D game with a lot of action at 360 degrees, so options like a side-scroller, third person, etc. I will mention the options that we were analyzing and a game that represents it as an example. This time I’ll talk about something more technical: the choosen camera and all the options we had in mind If you want to read it, you can click HERE. In our last article we talked about why we choose Game Maker Studio 2 as the engine to develope this game and we also describe its strengths and weaknesses. Hello again! Momfus here with another entry of this dev diary about our game called Project NN.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |