Awesomesauce :D:D, I'll add it to the first post.Lhorkan wrote:It works in Opera now! Yay!
OvergrowthJS Alpha #6 - The Speedrun Update!
-
- Posts: 681
- Joined: Sat Sep 26, 2009 4:02 pm
- Location: Sweden
Re: OvergrowthJS Alpha #2 - Updated engine
-
- Posts: 281
- Joined: Tue Dec 06, 2011 12:11 am
- Location: Northern Colorado
Re: OvergrowthJS Alpha #2 - Updated engine
This is really cool. Looking forward to see how this progresses...
-
- Posts: 6
- Joined: Mon Dec 05, 2011 9:28 pm
- Location: Everywhere, yet nowhere
Re: OvergrowthJS Alpha #2 - Updated engine
Still doesn't work on Safari. The new Turner looks really awesome though! I'll be waiting patiently in my cave for the next update.
-
- Posts: 681
- Joined: Sat Sep 26, 2009 4:02 pm
- Location: Sweden
Re: OvergrowthJS Alpha #2 - Updated engine
. Just spoke to the guy behind the engine about this. We'll be trying different builds on my iPhone. If it works there, mac's safari have to support it too, right?invisible guy wrote:Still doesn't work on Safari. The new Turner looks really awesome though! I'll be waiting patiently in my cave for the next update.
EDIT: Allright, just fixed it. Downloaded the latest safari 5 and tried it succesfully. However, the framerate was kindof low, but the next alpha will focus on optimization, so we'll see if that fixes it.
-
- Posts: 6
- Joined: Mon Dec 05, 2011 9:28 pm
- Location: Everywhere, yet nowhere
Re: OvergrowthJS Alpha #2 - Updated engine
It works now!(And at an excellent frame-rate by the way) Excellent work, I can't wait to get some sweet 2D overgrowth action gameplay!. Just spoke to the guy behind the engine about this. We'll be trying different builds on my iPhone. If it works there, mac's safari have to support it too, right?
EDIT: Allright, just fixed it. Downloaded the latest safari 5 and tried it succesfully. However, the framerate was kindof low, but the next alpha will focus on optimization, so we'll see if that fixes it.
-
- Posts: 681
- Joined: Sat Sep 26, 2009 4:02 pm
- Location: Sweden
Re: OvergrowthJS Alpha #2 - Updated engine
Great! I had like 10 fps or something when I tried it in safari for some reason. Oh well, as long as it works for you guys . If someone has framerate issues, I highly reccomend downloading Google chrome. Oh, and Alpha #3 is out.invisible guy wrote:It works now!(And at an excellent frame-rate by the way) Excellent work, I can't wait to get some sweet 2D overgrowth action gameplay!
I guess I'll have to work on the turner spritesheet now that most of the parkour stuff is done.
Oh... and speedrun support? :3
Re: OvergrowthJS Alpha #3 - New parkour moves!
Nice one! Works in safari nicely now. Just made it all the way through the cave.
Running quite smoothly indeed.
How's progress coming on those turner sprites?
Running quite smoothly indeed.
How's progress coming on those turner sprites?
-
- Posts: 681
- Joined: Sat Sep 26, 2009 4:02 pm
- Location: Sweden
Re: OvergrowthJS Alpha #3 - New parkour moves!
Thanks. Just completed a 2*4-frame walking animation. Phew!Glabbit wrote:Nice one! Works in safari nicely now. Just made it all the way through the cave.
Running quite smoothly indeed.
How's progress coming on those turner sprites?
Only 8 frames to go now until he's got all of rabbot's animations .
Re: OvergrowthJS Alpha #3 - New parkour moves!
Lookin' good! I can't wait
Re: OvergrowthJS Alpha #3 - New parkour moves!
This is a fun little prototype. The only issue I've noticed so far is a pretty minor one -- when changing maps with Turner mode on, you have to toggle it on/off again to get him to come back. Otherwise, you'll be the black bunny (Robbert?).
-
- Posts: 681
- Joined: Sat Sep 26, 2009 4:02 pm
- Location: Sweden
Re: OvergrowthJS Alpha #3 - New parkour moves!
In the latest alpha, you can only play as Turner, allthough rabbot will probably make a return when I'm starting with the fighting system.johndh wrote:This is a fun little prototype. The only issue I've noticed so far is a pretty minor one -- when changing maps with Turner mode on, you have to toggle it on/off again to get him to come back. Otherwise, you'll be the black bunny (Robbert?).
EDIT: Which won't be in the next alpha, I don't want to break this daily alpha streak I've got going on (or do I? ). I guess I should focus on just basic a basic enemy character first, perhaps have it follow the player. And speedruns...
Re: OvergrowthJS Alpha #4 - Play as turner!
Great game! The movement feels like I would except Overgrowth to feel in a 2d game, just add the flip.
-
- Posts: 681
- Joined: Sat Sep 26, 2009 4:02 pm
- Location: Sweden
Re: OvergrowthJS Alpha #4 - Play as turner!
I'm glad you like it! The flip was just added with the new alpha, have fun exploring the city !ZramuliZ wrote:Great game! The movement feels like I would except Overgrowth to feel in a 2d game, just add the flip.
Re: OvergrowthJS Alpha #5 - Explore the cat city!
In my opinion, the smoothness of the animation drops when he goes out of the roll. An added frame before and after should help (maybe just after). It's not that big of a deal, and I'm not sure if adding the frames is possible, but I just wanted to let you know.
-
- Posts: 681
- Joined: Sat Sep 26, 2009 4:02 pm
- Location: Sweden
Re: OvergrowthJS Alpha #6 - The Speedrun Update!
I agree, it's smooth if you go from the jumping animation (IE, your velocity is pushing you away from the ground during the jump) to the falling animation (when the gravity pulls you back to the ground). But if you time it to start when the falling animation is playing, or the flip stops playing before your velocity has switched from negative to positive, during the jump animtion, things look ugly. And they always look ugly during the backflip. I'll see what I can do about that.naptaker wrote:In my opinion, the smoothness of the animation drops when he goes out of the roll. An added frame before and after should help (maybe just after). It's not that big of a deal, and I'm not sure if adding the frames is possible, but I just wanted to let you know.