You put some hard work on it, and the game is cool, so I'm having some fun while reporting bugs to you to make sure you have the game as best as possible
Have you already started advertising about it anywhere?
My jam games' code base sucks, lol. I usually rush and develop a base to develop on, then I change the idea and because I don't want to waste time, I keep developing on that base, resulting in a terrible codebase.
@ChrisMcFarland have any plans for 3DS?
I think I'll work on cleaning up the code for today
Every time I am making a big decision about tools to use, Xamarin is always lacking linux support for it's editor which is always why it gets excluded. It's a shame really
> To clarify, the Xamarin product range is not available on Linux (Xamarin Studio, Xamarin.iOS and Xamarin.Android) but MonoDevelop, the foundation of Xamarin Studio, and Mono, the cross-platform .NET runtime, definitely is.
Got a question..Around month and half I poured my laptop with frappe (coffe) and spacebar button stopped wokring, so I decided to bind right alt key as a spacebar..I wonder to buy a new keyboard for the laptop or to buy new keyboard in general.Keyboard for the laptop costs 40 lv, which means 20 euro
Hi everyone, new to SE chat here. I have a question I feel would be too broad (I need ideas for player inputs) for an actual post, so I came here. Is this the right place/anyone here willing to help ?
I'd love an Iron Man (flying) game, almost a simulator, the kind that's a bit hard to master, but I can't think of what inputs would be given to move. I want more than just the classic "one key for each direction", it should capture the feeling and difficulty of a real armor (turning arms, something like that)
so more something where physics are involved, with actual force coming from the palms
(thought that was obvious, but I'm talking about 3D environment)
Best I could think of was WASD to turn left arm on 2 planes, IJKL for right arm, shift right and shift left to activate either arms and space for feet activation. Legs don't move. That's enough to take off from laying on the ground, but it's near impossible to do anything more than trying to stabilize horizontally
@LogicalKip I guess that you could use the keyboard configuration that you suggested, but make your time go slow instead of 'realtime' to give the users the feeling of analogue controls instead of binary...
not everything. there can be an AI behind stabilizing, moving, whatever. At an extreme level, it would mean calculating a path and angles to go somewhere. With 0 AI, it would mean giving control over everything. I want something in-between.
@AlexandreVaillancourt I had a hard time finding a nice speed for the arms rotations (with real-time otherwise). Both too fast and too slow fail spectacularly. Still didn't find a good value :P
They got it right with web swinging in Spiderman 3 if any of you played it, it felt nice and realistic, the curve and speed depended on where the web had hit, and you could control height and speed by pressing buttons more or less at the right time. That's the kind of feeling I'm aiming for. Forcing the user to click where the web goes, or letting an algorithm do it, is another example of way to navigate between the two extremes : full/no control over the character.
ok then, being to able to take off from standing up and land the same way (probably automatic, with a single button), fly horizontally, do loopings, stop suddenly all power, then trying to recover after the character falls and has started to spin. Theses are things I would like to be able to do.
Is it weird seeing other projects online motivates me more to work on my game? I don't know sometimes I don't feel motivated but when I see potential competition than it inspires me.