Thanks a lot buddy :)
Monswarm
Creator of
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Ok, I have to say, the shader for the dream (the first scene) it's perfect. I was thinking it before the game said it, that means you have captured it perfectly.
That "shadow" man at the end was creepy as hell, I feel a bit of fear at the first time haha.
Just a couple of recomendations:
- Increment the gravity of the character, that will make you feel much better about handling it.
- I think you didn't use the Tilemap integrated solution from Unity because I saw a bunch of white/transparent edges in the second world. Also, maybe your camera is not pixel perfect.
Overall, I like a lot the vibes and feelings. It really made me think I was in a dream trying to escape. Very good job!
Hahahaha, only Javi is allowed to eat butterflies!
Honestly, I wanted to make a progressive difficult timer. I was planning starting with 1 minute and reduce it slowly for each turn.
However I didn't have time to make more food and that approach was a bit more complex, so I discarded that... Because... Javi wants the food NOW!!! :'D
Overall: yes, you are right, the game is a bit difficult, probably I'll modify it after the votation period.
Thanks for playing, I appreciate your kind words
Yes that's correct.
When I say "beacon" I mean to say that I have configured a few pixels zones that are very important to draw. In Unity, I made added a few "zones" as gameobjects that are important to recognize the image.
For example, the cat face. I put "important zones (aka beacons)" in the eyes and nose. Because drawing the outline would be as easy as making an oval circle. Therefore, I give extra points if you try to do the eyes and nose.
This is a very reduced explanation, depending on the drawing there are areas of different importance.
Hahaha, I didn't expected the drawing displaying in the game over screen, that's a smart thinking!
I like how you merged the theme and the limitation in your game, good job!
Changing the player direction is a bit slow and it could become a bit anoying, but I think that it's part of the game.
Very good job, I like it! 5/5!!
Thanks!!
I made my own implementation, since complex image recognition would require to involve machine learning or similar prediction models.
What I do is to detect the contour (I'm using a LineRenderer to draw, so it is automatic) and downscale both images to process faster and have a higher fidelity % score.
With the contour I try to detect, rotate and stretch the image to look like Javi's image (I have some tracking beacons for it wink wink). From here I try to get 3 possible images, then I divide the drawing into 8 sections and try to see if there are pixels in the key areas.
Then I add more score if the pixels are equal for the rest of the drawing. I take the highest value of the three images.
If I can't detect the outline or the drawing is too strange, I simply compare the pixels one by one.
As some people said. The camera can give you a wrong clue of your position. But it's not as bad. It remembers me Medievil and old Resident Evil games :'D
Also, you made a clever use of the limitation. Some people made an unlimited world and said that its a "large room", but it's not. You made me feel like I'm in a regular room because the player is small. That's clever