While trying different lookup tables, something scary happened. Is this the start of the Lovecraftian horror DLC?

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While trying different lookup tables, something scary happened. Is this the start of the Lovecraftian horror DLC?
Cup of Space songs, Main menu background and other stuff!
Wow! Take a look at that intro screen? Ain’t it lovely. Charlie is working hard to update the graphics and soon the whole Planet 1 should be ready for showcase. Also, Kristoffer is back from Spain! Here’s an awesome song that plays when you travel between the planets:
I am currently working on random wall generation and level exploration. There will be a post later this week showing more stuff. Here’s a bonus gif of the player, tearing through droids with the Cat Whip Special attack
NEW PEOPLE APPEAR! + RPG Elements
It’s a while since I updated this tumblr but here are the news: There has been a LOT of changes to the game. There’s now RPG elements where you can train your character, gain levels, equip new items and more!
New people have joined the team because I am shitty at making music and drawing!
The first picture at the top of this page is drawn by the great Irregular Charlie! Here are some cool stuff made by him:
He will be making all the art for the project so that’s cool! You can find his site and his other cool projects, like his webcomic Crunk at: http://www.irregularcharlie.co.uk/ We have also got a guy making the music! His name is Kristoffer Engman and you can find his catchy tunes here: https://soundcloud.com/ondskapet He is currently on a trip to Spain but I will force him to upload some soundtracks to his soundcloud. (I will make a new update on this tumblr when this happens, don’t worry). So here is the part where I list a bunch of stuff that the game currently has: - 11 different equipment (Weapons, Wearable hats and MISCS. Including brick shitting) You can destroy a planet by shitting bricks, srsly. Each weapon having a special attack, consuming Mana! - 7 different skills on the skill tree
- 21 different enemies
- 3 Bosses. - 3 Planets. (A planet filled with cats!) - Online Leaderboards. - Unlockable shortcuts (Spelunky inspired) We are working hard to eventually have a free Demo out for people to try out and give feedback! At the end of August I will upload a video on the gameplay and the progress of the game so far. So stay tuned for that!
This tune will be played during the second planet. Constructive feedback is appreciated! I feel like this needs some improvement.
I'm working hard to fix bugs and create a variety of songs for Cup of Space. I will be releasing a playable "Demo" of the game within 2 weeks so stay tuned for that! More songs and video of gameplay will be uploaded soon!
Knowing is not half the battle...
The most challenging aspect of Ate-Bit has not been coming up with what I want to do, but then figuring out how to accomplish it with the behaviors I have at my disposal.
The knee-jerk reaction is to just create a wider array of variables (values) associated with the behaviors, maximizing flexibility. For some games, that approach can work. However, when you are creating a platformer, you risk compromising the gameplay and betraying the player. Not to mention, it pisses off your code monkey when you constantly ask him to update his code...
A player needs to be able to apply previously gained knowledge, of the game's behaviors, to the task at hand. If an enemy unit does X damage, that damage must remain consistent; an environmental hazard that causes a particular effect must continue to do so throughout the game. This type of situational awareness is vital to a platformer, which relies on split second decision making and timing. You cannot tinker with behavior to achieve a desired effect.
So that brings me to my current issue. I need to set up a series of fans that will consistently affect the player trajectory in a specific way, when the player executes the proper action. Seems simple enough until you start testing and realize that there are so many variables in how the player behaves, that even the slightest variance in an action can derail the end result. It's one of the bugaboos to working with physics but we soldier on!
The above series of fans was simple enough set up. The player jumps into the airflow stream (a raycast) and rides it to the one above. I am now trying to build out a level with dozens of fans, facing in all sorts of directions. It is a rabbit hole I freely jump into but I fear I will come out the other end frustrated by the knowledge I am not up to the task.
Live Hangout with Mutiny Games Development Team!
Mutiny Games will hold a live hangout starting at 8pm EST this Friday night!
We'll be working starting Friday and into Saturday on our next project, a side-scroller codenamed Ate Bit. More details to come, hope to see you tomorrow night!