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Member Since 23 Apr 2014
Offline Last Active Jan 29 2015 08:10 AM

Posts I've Made

In Topic: Did I do this vertical parallax scrolling correctly?

17 January 2015 - 11:56 AM

I think the parallax layers look much nicer.


I'm not sure I particularly like the scale of the world and the scale of the jump, but that is up to your game's look and feel.

Yeah it is a bit excessive so I've changed it a it here:



The second image makes me think the nearest layer of rocks must be really close to the camera. If that's the idea, then it's success!

Yep that's the goal!

In Topic: Did I do this vertical parallax scrolling correctly?

14 January 2015 - 05:40 PM

To me that looks like the camera is basically set at a given height, and "rotates up" when you jump.

Maybe try having the layers towards the back move a lot less in y? So the mountains basically remain where they are, while the foreground moves as quickly as it does now.


Might be worth experimenting with, I agree that it looks somewhat weird.

Alright so I've been tinkering around and now I have this:


What do you think?

In Topic: Feedback needed for Rouge-Like 2D Platformer Sci-Fi

26 April 2014 - 03:17 PM

Have you played Rogue Legacy? It's like Spelunky in that it's a 2D-platformer which prices itself in being unforgiving, but also there are four specific bosses you need to beat (functionally equivalent to your high-level design, really) prior to fighting a final boss then "escaping". You might consider giving it a go for your research. smile.png

Thanks :) I have heard of it but never really have played it. I'm now just looking into this game and is definitely has a similar concept! I will give this game a go and really see how it plays out. Thank you for the recommendation :) 

In Topic: Do Giant Eyeballs with Tentacles Appear Too Much?

24 April 2014 - 08:46 PM

Thank you all for your support and ideas! I am quite far form the final development of this boss so I have plenty of time to reshape it and make it a little different than other an eyeball squid!I will definitely use this post again as reference :)  

In Topic: Feedback needed for Rouge-Like 2D Platformer Sci-Fi

23 April 2014 - 05:14 PM

If you level up the enemies as the player levels up, doesn't that defeat the purpose of leveling up and diminish the player's sense of accomplishment? If the point is to keep pressure on the player, I think the timer's effect on enemy difficulty might be the better way to go.

Yeah this is very true actually...thanks for pointing that out! I'll stick with the timer.