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Aquanoctis

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A member registered Aug 15, 2019 · View creator page →

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Hey, thanks for getting in touch. Sure! Sounds good to me, can you DM me on twitter and we can chat more? (@aquanoctis)

Did you make sure to interact with/scratch each of the objects in the first room?

Aww thank you for the kind words. I’m glad the game was able to connect with you on that level :’)

Thank you so much for the kind words, it means a lot!

Damn, this is great! Really well executed

Thanks for the feedback! Yeah, I agree, playing it again after the jam, a simpler mixing system would work better. At the moment the dice value controls both the saturation and brightness (from 0-255) which is definitely harder to manage.

Hey, thanks for the feedback, much appreciated! Yeah…the tutorialisation could use some work for sure. I kept flip-flopping on how the dice interaction should work. All the ingredients you can just drop dice onto to generate a color die of value equal to the input die (0->255 = dark->light), but the fire has to be the start of an equation: Fire -> operator die -> number die. Definitely something I should’ve cleaned up in-game lol Cheers for playing!

Great presentation! Nice work on making it fun just to simply move the character(s) around the space, and good use of the theme for the puzzle elements

Nice! Turning against each other at the end was a neat little twist.

Thanks for playing, and cheers for the feedback!

Check out this thread. Not sure if they were using Unity but it’s in c# so might be of some use. https://itch.io/post/1334054

It’s all GameMaker Studio 2.3

Nice work on the ‘tilt’ effect, always cool to see more people giving this technique a go

Great, glad to see you got it working! :D

This method is just something I did quickly to achieve the effect I wanted and I would think there’s far better ways to do it but essentially you want to have a variable, “camera_tilt_factor”, that increases/decreases when, for example, the up/down arrows are pressed. You would then multiply the distance offset between each frame (dist) by this amount, whilst multipling the camera’s vertical resolution by the same (or a proportional) amount.

i.e. camera_tilt_factor = 1; dist * camera_tilt_factor = 1; vertical_resolution * camera_tilt_factor = 540; camera_tilt_factor = 1.5; dist * camera_tilt_factor = 1.5; vertical_resolution * camera_tilt_factor = 810;

Of course, depending on how your camera is set up you might want to make the scaling factor for vertical_resolution/dist proportional to one another, rather than simply 1:1.

(2 edits)

Whatever value you have stored in “angle” in your code should also be the z-rotation of the camera. In terms of camera setup I’ve used an orthograhic camera view, where the camera is looking directly down the z-axis (assuming z is your vertical axis) at the ground plane.

In the first gif I have disabled my camera rotation, instead only changing the value of “angle” (in your code example) which results in the problem you described. In the second gif, I am rotating the camera around the z-axis, setting it’s value equal to “angle”. “Rot” is only used to rotate the object around it’s own origin, regardless of whatever value “angle” might be.

Does this help at all?

Looks like you’ve got it working as intended. All you need to do now is to make sure your camera is rotating around at the same angle as the chair to complete the illusion. (“YOUR_CAMERA_ANGLE” in the code snippet above) And yeah that’s right. The ‘lower’ the camera angle, the more times each frame gets drawn to fill in the gaps. This can be quite costly to performance so that’s something to bear in mind.

Cheers :D It’s a sorta cheat-y and probably not-altogether-sensible method. Sprites are stacked as normal as described above. The camera view height is scaled by a factor, and the distance between each subimage is scaled by the inverse of that factor. Hope that helps!

These were sprited by hand, so no models unfortunately! However, I found Magicavoxel had a slice export function so any other asset packs I do will include that file as well in the future. Cheers

Hi! I’m not as familiar with Unreal Engine but there should be no reason why not. You’d have to implement it differently to Game Maker Studio but the core idea should remain the same. If you’re using a fully fledged 3D engine though, you might as well draw each subimage as its own textured polygon, so you’d have a 3d model which consisted of a stack of faces so to speak. Hope that makes sense!