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Post » Sun Feb 21, 2016 4:18 am

Experiments with perspective faking
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Post » Sun Feb 21, 2016 3:43 pm

TELLES0808 wrote:
Ahr Ech wrote:Messing with procedural animation. No frames here, just a stack of sprites being rotated, stretched and squashed.
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Here are the individual parts all spread out.
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And how is going the performance?

very impressive I have not seen this attempted before well done :D
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Post » Mon Feb 22, 2016 10:22 am

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Working on "EVERBLAST"
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Post » Mon Feb 22, 2016 10:45 am

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working on juicy game feel
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Post » Mon Feb 22, 2016 10:59 am

@Ahr Ech yeah I'd also love to see how this is done, how do you move the sprites relative to the controller etc - massive thanks if you can do a tutorial
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Post » Mon Feb 22, 2016 2:25 pm

setting up a dynamic camera with some stretching
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Post » Mon Feb 22, 2016 8:01 pm

Ahr Ech wrote:
TELLES0808 wrote:And how is going the performance?

I think it's probably pretty good, but I haven't tested it on any lower end machines and there's very little in the layout.

In other news, here's a dust storm in Reliquary.
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Looks amazing!
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Post » Mon Feb 22, 2016 11:56 pm

Pocket Pirates! Party Multiplayer Platformer

More info: https://www.scirra.com/forum/pocket-pirates-party-multiplayer-platformer_t129235

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Post » Tue Feb 23, 2016 8:10 am

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I might be working on a Zelda SDK~
Zelda Gamekit (my project)

Example capxs I have made:
Zelda-Style Inventory
Zelda Hearts System

The unwritten "How do I" capx etiquette! Nearly always provide a capx of the problem you have, and try to isolate the problem and/or no capx above 10 MB. :)
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Post » Wed Feb 24, 2016 2:41 am

I'm working on Hunter Rush, an RGP/match 3 game.
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