paint in a windy area, and the paint will slowly streak and spread with the direction of the wind.pic.twitter.com/la3ITxDdD6
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Deze collectie tonen
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paint geysers typically run out of paint and shrink after a short time. but this interaction was annoying in windy areas, so they never run out of paint there.pic.twitter.com/0nQRNK2DoG
2 antwoorden 3 retweets 82 vind-ik-leuksDeze collectie tonen -
bouncing on a mushroom, getting thrown by a bomb explosion, and jumping all send the player the same distance, using the same sound and animation. we did this so that the player would be used to the jump ability before they can actually use it.pic.twitter.com/3IN3ihmirs
2 antwoorden 8 retweets 154 vind-ik-leuksDeze collectie tonen -
after finding every brush power, the player's paint-swimming speed is about 30% faster, making back-tracking extra speedy in the postgame if they're painted a lotpic.twitter.com/oLWaLMwavb
5 antwoorden 2 retweets 107 vind-ik-leuksDeze collectie tonen -
after landing from the air, the player character shakes and can't move for a short amount of time. it's nearly imperceptible from small heights, but gets longer from higher elevations.pic.twitter.com/FHZitkyvRk
4 antwoorden 4 retweets 56 vind-ik-leuksDeze collectie tonen -
you can "cancel" the landing delay by jumping on or just before the frame when you land, allowing the player to "chain" jumps to go faster than usual.pic.twitter.com/McQOa4oqX0
1 antwoord 6 retweets 80 vind-ik-leuksDeze collectie tonen -
bonus data: -pizza's walk speed is 10px/frame -velocity while jumping is about 12.6 px/frame -paint swim speed is 14, then 18 after beating all trials -swimming has the longest acceleration by far, so it's not always the most optimal movement compared to jumping or walking
5 antwoorden 1 retweet 82 vind-ik-leuksDeze collectie tonen -
the player character will always "snap" to the nearest, highest-elevation area they can reach before landing from the air; this assists players trying to make a difficult jump.pic.twitter.com/5zlxJhH7h7
1 antwoord 5 retweets 90 vind-ik-leuksDeze collectie tonen -
in general, the "z axis" and "jumping" in this game is so duct-taped together it's not even funny. I put a lot of effort into making it feel generous and friendly in a game that totally should not have had it. I'm glad nobody has complained about it (yet).
5 antwoorden 2 retweets 115 vind-ik-leuksDeze collectie tonen -
Als antwoord op @theBanov
Right, the phrasing of "the nearest, highest-elevation area they can reach before landing" like you don't know it's the moment of landing until you know where they're landing. Is it nearest to where they started the jump rather than to where they currently are?
1 antwoord 0 retweets 0 vind-ik-leuks
a "jump" has a fixed distance and time length, more like a "dash". So when the player reaches the end of that animation, we do the search for a landing ground, snap the player to a new position (or not), and only then does the player actually start to fall down from gravity.
Het laden lijkt wat langer te duren.
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