Spenny

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Everything posted by Spenny

  1. [Release] Computer Processing Unit

    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 ;-)
  2. WIZARD JAM 2016 // Welcome Thread

    I streamed about half the games yesterday, approximate time stamps in the description.
  3. I love jumping the car, it was deffo rad AF.
  4. [Release] Some Kind of Drifter

    I liked drifting around and the setting reminded me of Skyroads.
  5. [RELEASE] Dot Gobbler

    I believe in Dot Gobbler. Sounds, music, looks, all this was great.
  6. [RELEASE] Rigid Body Rat King

    Great exploration of mechanics with sweet pixel art to boot.
  7. Top notch wizard easter egg!
  8. [RELEASE] I'm Blown Away

    The wind was too extreme for me. This is a system I don't think i could ever master. Cool concept.
  9. [RELEASE] Explode Mode

    ​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.
  10. [Release] Refined Baby : A Baby Game

    Writing was funny, that baby has some leg muscles, his jump is huge!
  11. My guards, the did nothing! Very fun, I love how you actually realized the title. Good.
  12. [DEVLOG] Change the Name to Game

    Very competent sokoban, great way to interpret the episode name.
  13. Great mechanic, really fun to see a blue data running away from you and then blasting an invisible dude.
  14. [Release] You Gotta Have Spice

    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.
  15. [Release] Suddenly the King of France

    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.
  16. [RELEASE] Idle Thumbs Simulator 2000

    The mechanic of doing math fast, making numbers with limited resources is genuinely compelling.
  17. [RELEASE] Shoot That Pizza

    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.
  18. [Release] The Three Antidotes

    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.
  19. [Dev Log] That Mechanical Meat

    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.
  20. WIZARD JAM 2016 // Welcome Thread

    Saturday June 11th was what they mentioned on the latest cast.
  21. [Release] Punch Wizard

    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; } }
  22. WIZARD JAM 2016 // Welcome Thread

    Edit the first post in the thread, click the button that says "Use Full Editor" and use the full editor.
  23. [Release] Computer Processing Unit

    Edit the first post and use the full editor.