Jump to content
  • Advertisement
Sign in to follow this  
  • entries
  • comment
  • views


Recommended Comments

Good job! I like your art style. :) I noticed only two issues:

When you walk up the stairs in the house, if the avatar lands on the edge:


You're not able to move up unless you're on the flat surface.

The other issue I noticed is that if you change tabs and return or lose window focus the game will not allow input anymore.

Besides the above issues, great job! :) 

Share this comment

Link to comment

I didn't get stuck anywhere, but the controls take some getting used to.  You might test it out with the controls being relative to the direction the player is facing and not static directions. ;)  Looking good otherwise!

Share this comment

Link to comment

@Rutin is right, it happens sometimes, I'm still working on hopefully last isometric issues...

This is just a beginning and there is still a lot of work ahead...

Thanks guys for your feedback!

Share this comment

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By rgaule
      As the title says, looking for a SMM / Promoter for my hobby project.
      Project is nearing completion, your job would be to start generating buzz & bringing in views via Twitter, Instagram, Facebook, Forums, etc. Lots of material for screenshots and screen-recordings.
      Twitter account currently has > 50 < 100 followers
      IG sitting over 1,500
      If interested, please DM and I will share project website more details.
      Looking for someone who can post minimum 4-7x week across main social platforms.
    • By Anfaenger
      I've implemented a basic version of Voxel Cone Tracing that uses a single volume texture (covering a small region around the player).
      But I want to have large and open environments, so I must use some cascaded (LoD'ed) variant of the algorithm.
      1) How to inject sky light into the voxels and how to do it fast? (e.g. imagine a large shadowed area which is lit by the blue sky above.)
      I think, after voxelizing the scene I will introduce an additional compute shader pass where, from each surface voxel, I will trace cones in the direction of the surface normal until they hit the sky (cubemap), but, I'm afraid, it would be slow with Cascaded Voxel Cone Tracing.
      2) How to calculate (rough) reflections from the sky (and distant objects)?
      If the scene consists of many "reflective" pixels, tracing cones through all cascades would destroy performance.
      Looks like Voxel Cone Tracing is only suited for smallish indoor scenes (like Doom 3-style cramped spaces).
    • By Josheir
      I am using SignalR and I can't get a C# command to call the printinitial JavaScript function.  I have a similar example that works fine.  When debugging it does step on this.  I've been scratching my head for hours, please help me.  
      Here are the two functions, what could it be?
      C#.net :
      public void register(string name) { int myplayernumber = -1; A_client.ConnectionId = Context.ConnectionId; A_client.Name = name; ClientList.Add(A_client); if (integer == 0) { myplayernumber = 1; integer = integer + 1; } else if (integer == 1) { Clients.Client(ClientList[0].ConnectionId).printinitial(); myplayernumber = 2; } if (myplayernumber == 2) { Clients.Client(ClientList[1].ConnectionId).printinitial(); } } HTML / JavaScript / JQuery
      chat.client.printinital = function () { $("#turn").html("print_this"); };  
      Thank you,
    • By gsoutz
      I want to make an 2D endless runner, that also allows player to go backwards.
      So I have to create random world as the map goes, also keep the old map in case player goes back. I ask about how to update and render this program.
      I am thinking having a generate function that takes an x value and generates world from x to (x + chunk size) and when camera reaches x + chunk size, call this function again to generate more map:
      function source(x) { // generate world for x value }; And maybe use this function like:
      let worldThings = []; // push the world from 0 to chunk size worldThings.push(...source(0)); // called every frame to update world function update() { if (camera.x > chunkSize) { // generate more world worldThings.push(...source(chunkSize)); } } To render these something like:
      // object pooling for rendering things in view let renderPool = new Pool(); function render() { // release all objects renderPool.releaseAll(); // take things that are visible let renderThings = worldThings.filter(thingsInCameraView); // for everything allocate a resource in the render pool renderThings.each(renderPool.allocate); // render the pool renderPool.each(renderThing); }
    • By Titanomachy Studios
      Project Name: Condors Vs. Ocelots
      Team Size: 15ish
      Genre: Strategy RPG
      Engine: Unity
      Roles Available:
      Game Designer
      3D Artists - generalist or hardsurface w/textures
      2D Artists - Characters, World, and UI
      Social Media/Marketing/Community Manager
      If you feel as if you can offer the team something more that isn’t listed, we are always open to making an exception, just send your resume/portfolio to us!
      Project Length: Currently planning on release Q1 2020.
      Compensation: Rev-share
      Project Status: Dev is in Full Swing and our Kickstarter reached 100% http://kck.st/2JNCiFn
      Send emails to careers@titanomachystudios.com
      Must speak English and have access to a Mic.
      Our store page can be found here, https://play.google.com/store/apps/developer?id=Titanomachy+Studios
      Our website here,
      Project Story: Condors and Ocelots have been at war for generations. Battles have left some settlements in ruins. Others teem with refugees. Even away from the fighting, towns and villages suffer from having their fighting-age citizens lured away or conscripted by one faction or the other. Players control their armies and try to wipe out their opponents! Use terrain, abilities and pure cowardice if need be to achieve victory for your faction!
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!