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Everything posted by Spenny
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I really enjoyed the game within another environment style, unfortunately I could not even begin to figure the puzzle game out. Oh well, would love to play more, maybe with a tutorial ;-)
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I streamed about half the games yesterday, approximate time stamps in the description.
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[Released] Cruisin' for a Word that Rhymes With Cruisin'
Spenny replied to brendonsmall's topic in Wizard Jam 3 Archive
I love jumping the car, it was deffo rad AF. -
I liked drifting around and the setting reminded me of Skyroads.
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I believe in Dot Gobbler. Sounds, music, looks, all this was great.
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Great exploration of mechanics with sweet pixel art to boot.
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[RELEASE] [FOR REAL THIS TIME] Read our Lips, or soundboard.cool
Spenny replied to gerbilsinspace's topic in Wizard Jam 3 Archive
Top notch wizard easter egg! -
The wind was too extreme for me. This is a system I don't think i could ever master. Cool concept.
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Stylish as hell, very difficult to internalize those movement controls, with the camera staying at a fixed angle, and the tank rotating, you easily lose track of which way you're facing. But man, good colors, I like all the colors.
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Writing was funny, that baby has some leg muscles, his jump is huge!
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[Release]Build The Nublar - A Game of Dinosaur Theme Parks and Hubris
Spenny replied to nkornek's topic in Wizard Jam 3 Archive
My guards, the did nothing! Very fun, I love how you actually realized the title. Good. -
Very competent sokoban, great way to interpret the episode name.
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[Updated] [V/4 Feedback Request] Rogue Robot Rogues or Disable Enemies to Reveal Enemies
Spenny replied to Mythalore's topic in Wizard Jam 3 Archive
Great mechanic, really fun to see a blue data running away from you and then blasting an invisible dude.- 20 replies
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- IdleThumbs263
- DevLog
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(and 1 more)
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This was interesting, I felt I had a need to test the worm, force it to come and get me. You made a dang nice orange desert too.
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The way the music rolled in between levels was superb. The huge white text was very stylish, and the king, he has some good voice work.
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[RELEASE] Idle Thumbs Simulator 2000
Spenny replied to }?pZ'o@8~4$b@!t?'s topic in Wizard Jam 3 Archive
The mechanic of doing math fast, making numbers with limited resources is genuinely compelling. -
This was so good. It had me literally laughing out loud. You have a great sense of atmosphere and the way you played the subject matter against it made for a perfect joke. Well done.
- 16 replies
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- wizard jam 2016
- game jam
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Turtle animations are top notch, I feel that using your sketchbook drawings as the enemies added some flavour to the game, whether intentional or not, I liked it.
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I really like the idea of a idle game that uses an infinite runner as one of it's components. This game has good style, I like the green and magenta cyber feel.
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Saturday June 11th was what they mentioned on the latest cast.
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It's designed, a simplified version of what I wrote for Super Battle Racers. You place some camera position game objects in the level, then the camera tracks a different game object and uses its X coordinate to interpolate between the camera positions. Here's my camera code, including typo in the name of my parallax object script. Game jam code! using UnityEngine; using System.Collections; using System.Collections.Generic; public class CameraScript : MonoBehaviour { public Camera thecamera; public Vector3 offSetVec; public GameObject followObject; public float moveSpeed = 5.0f; public float zoomSpeed = 2.5f; public List<CameraZoomTransform> cameraPositions; public List<ParralazObject> parralaxObjects; Vector3 posLastFrame; float originalZoom; float zoomLastFrame; int currentZoomTransform; void Awake() { this.currentZoomTransform = 0; posLastFrame = this.transform.position; zoomLastFrame = thecamera.orthographicSize; originalZoom = thecamera.orthographicSize; } void Update() { Vector3 targetPos; float targetZoom; if(currentZoomTransform == 0 && followObject.transform.position.x < cameraPositions[currentZoomTransform].transform.position.x) { targetPos = cameraPositions[0].transform.position; targetZoom = cameraPositions[0].zoom; }else if(currentZoomTransform + 1 >= cameraPositions.Count && followObject.transform.position.x >= cameraPositions[cameraPositions.Count - 1].transform.position.x) { targetPos = cameraPositions[cameraPositions.Count - 1].transform.position; targetZoom = cameraPositions[cameraPositions.Count - 1].zoom; } else { if(followObject.transform.position.x < cameraPositions[currentZoomTransform].transform.position.x) { currentZoomTransform--; if (currentZoomTransform < 0) currentZoomTransform = 0; }else if(followObject.transform.position.x > cameraPositions[currentZoomTransform + 1].transform.position.x) { currentZoomTransform++; } if (currentZoomTransform >= cameraPositions.Count - 2) { currentZoomTransform = cameraPositions.Count - 2; } float lerpAmount = (followObject.transform.position.x - cameraPositions[currentZoomTransform].transform.position.x) / (cameraPositions[currentZoomTransform + 1].transform.position.x - cameraPositions[currentZoomTransform].transform.position.x); targetPos = Vector3.Lerp(cameraPositions[currentZoomTransform].transform.position, cameraPositions[currentZoomTransform + 1].transform.position, lerpAmount); targetZoom = cameraPositions[currentZoomTransform].zoom + lerpAmount * (cameraPositions[currentZoomTransform + 1].zoom - cameraPositions[currentZoomTransform].zoom); } this.transform.position = Vector3.Lerp(this.transform.position, targetPos + this.offSetVec, moveSpeed * Time.deltaTime); this.thecamera.orthographicSize = Mathf.Lerp(this.thecamera.orthographicSize, targetZoom, zoomSpeed * Time.deltaTime); //update parrralax Vector3 pdif = this.transform.position - posLastFrame; posLastFrame = this.transform.position; float zdif = (this.thecamera.orthographicSize / originalZoom) - zoomLastFrame / originalZoom; zoomLastFrame = this.thecamera.orthographicSize; foreach (ParralazObject p in this.parralaxObjects) p.UpdateParralax(pdif,zdif, this.transform.position); } } using UnityEngine; using System.Collections; public class CameraZoomTransform : MonoBehaviour { public float zoom = 10f; } using UnityEngine; using System.Collections; public class ParralazObject : MonoBehaviour { public float parralaxAmount = 1.0f; public void UpdateParralax(Vector3 cameraMove, float cameraZoomDif, Vector3 cameraPos) { this.transform.position += this.parralaxAmount * cameraMove; //this.transform.localScale += new Vector3(1, 1, 0) * cameraZoomDif * parralaxAmount; this.updateCameraScale(cameraZoomDif, cameraPos); } public void updateCameraScale(float scaleDelta, Vector3 cameraPos) { if (this == null || this.transform == null) return; Vector3 dif = this.transform.position - cameraPos; this.transform.position = cameraPos; for (int i = 0; i < this.transform.childCount; i++) { if (this.transform.GetChild(i) == null || this.transform.GetChild(i).transform == null) continue; this.transform.GetChild(i).transform.position += dif; } this.transform.localScale += new Vector3(1, 1, 0) * scaleDelta * parralaxAmount; } }
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Edit the first post in the thread, click the button that says "Use Full Editor" and use the full editor.
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[Released] Cruisin' for a Word that Rhymes With Cruisin'
Spenny replied to brendonsmall's topic in Wizard Jam 3 Archive
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Edit the first post and use the full editor.