The Gameplay video or trailer field on the Edit project page is a different story.
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I hadn't thought of that and that's nice to know. Still I'd like the Gameplay video or trailer field on the Edit project page to accept it too, so it's neatly listed above the screenshots and in the hover pop-up of search result.
Btw, note that the animations list contains four "walking" animations; Sneak, Walk, Jog and Sprint. The animation called Walk will be for use with slower movement than the (existing) Jog. Of course you can rename things as you like, if you're not using the other animations. But in most games you'd want your character to at least jog, despite calling it the walking animation.
Yes, I got carried away a little with the animation to-do list and got distracted by other projects. They're sorted by priority though, so I'll get to those first going down the list. The perspectives and directions isn't what adds most work. You may also be interested to see the repository with CI rendering.
How did you render the images with a transparent background in blender?
In Cycles that's under Render -> Film -> Transparent, with Blender Render it's over at Render -> Shading -> Alpha (Transparent). And make sure your Render -> Output has an alpha channel, which I believe it has by default.
Thanks! Glad you like 'em. I initially made the model for an STK kart, and refined it over the past week. This is my first time using Blender's freestyle functionality "in production" and the first time I'm using CI for rendering. Just added sidescroller perspective, new artifact should be up in an hour.
...and call me Modanung. ;)
Could you try the newly added build.sh script from the repository?
EDIT: Hm, it seems to run a lot slower on my machine when built through that script...
For now it remains a mystery to me as to why this is, but - if the same is true for you - it should run smoother if you build using QtCreator (sudo apt-get install qtcreator). The contents of the build script could help you achieve this.
Indeed the controls are part of the challenge, but more than that they are misunderstood. :)
Spamming the move keys like you are doing is only beneficial at top speed. To speed up timing is important. After you've gained some speed you can easily out-swim a jellyfish. Hopefully this video will make it more clear:
Since sound is currently the main thing through which you get feedback on the accuracy of your timing, playing without makes it harder to win.
The best moment to hit a key is when you are about 3/4 on the way to a square, once for each sqaure that you move. The swimming animation will more clearly hint at this moment in future versions.
After many tries I made it past the bombers...
And then the game introduces you to the submarines. :)
Fun game with maximum spam factor. You will need all your fingers on the keyboard to win this one. Sometimes it's hard to see what number goes with your target. It would be nice to have a HUD in the bottom of the screen showing your target, maybe leaving out the numbers of the rest of the screen entirely.
Glad it works and that you like it!
I think the music will be more fitting when time limits and multiplayer have been implemented. You will really have to spam to win. I hope that doesn't burst your bubble. ;)
The forced fullscreen option seems to create this problem. Adding this was a quick fix to prevent bits of the level from falling over the edge of the screen. We're working on a better solution.
Thanks for reporting the issue.
It's a bit like those dance games in that timing is important. Admittedly hinting of the perfect moment to hit a key could be improved. The pitch of the plop tells you how well your timing was.
Technically speaking you need to press a key just before you reach the center of a square.
Even during the voting it should be ok to develop your game further, btw. As long as you do so in a seperate branch without modifying any of the binaries (executables) on your project page. As long as judging is in progress people should (be able to) judge the game based on the version of the moment of the deadline.