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zLizard

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A member registered Dec 06, 2021 · View creator page →

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Hey, I can set up card payment sometime this month. I'll try to get it working as soon as possible, though.
I'll reply to you again when it's all set up

Unfortunately, I can't set up another payment method like Stripe (credit or debit card) at the moment.
I'll let you know when im able to, though, if you'd like.

Great visuals and sound effects, fellow Ouroboris dev! :)

Thanks for checking out my game!

 I never thought of using rigidbodies that way, im sure it made the collisions easy to add.

My snake is completely transform based, and is attached together using a bit of math.

Similar to you, i have a bunch of segments, the head, middle segments, and the tail. I put all of them in a class

Ill try to explain as best as i can.

Basically, its a big chain of connected points. Each point is confined to another via a distance constraint (takes the distance between one point and another, and normalizes it). If one point moves, the rest follow it. Its pretty simple on its own, but i also managed to add angle constraints for each individual segment, so the snake cant turn on to itself too weirdly. 

And thats pretty much the concept, all i have to do is move the head and the rest of the body follows smoothly. It is a bit more complicated in code, especially with the angle constraints, though.

One problem with transforms, i couldnt get collision physics to work, so i just changed the angle when the snake hits a wall.

Thanks for sharing :) nice to see how other people do it

Thank you! Yeah, those are the things im mostly proud of. glad i got them to work :D

thanks! :D
yeah, maybe for my next games, i might try to avoid angle based movement with the A and D keys lol

Thank you!

Yeah, these types of controls are hard to get right.

i like the snake physics and art, movement is a little weird, but not so different from my snake game xd
nice job
may i ask, did you use forward kinematics + collisions?

Awesome artwork for the characters. I was pushing the boulder for a couple of minutes, and the most interesting thing I found was some water and a soul. It might've benefited from the content being a bit less spread apart, but overall it's decent!

thank you!

np! Also, if you want to keep that mechanic, it wouldn't hurt to have a little white outline indicator around the molecule that the player is going to pick up. It might be better than just clicking. I feel like accidentally pushing the molecules out of orbit when trying to pick them up is part of the gameplay

the gameplay is really fun, i wish i could click on molecules to pick up certain ones, instead of pressing e and picking up the closest one.

Nice game!

There's a bug i found: if you click the generator at the start and then click another outlet before the game restarts, you'll be sent to the next level. 

hay i think I found a bug, I bought the rocket boots before I got the quest thing to get it so now I'm stuck trying to get the quest thing to work

it's great! I love the style, and I think it has lots of potential.