LakeFeperd

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LakeFeperd

LakeFeperd

@LakeFeperd

I'm Felipe, and I make games.

Katılım Kasım 2010
113 Takip Edilen13K Takipçiler
LakeFeperd
LakeFeperd@LakeFeperd·
Decided to re-do rails from scratch since the previous one used a paid asset that is now deprecated. Rails are complex so they will take a while, meanwhile all other crucial features from #SparkTEJ3 are all there in one way or another. This will be done earlier then expected.
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LakeFeperd
LakeFeperd@LakeFeperd·
Almost done, there's only a few more features to implement before this is ready. But for now, we got an actual lock on mode and the charged shots. #SparkTEJ
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LakeFeperd
LakeFeperd@LakeFeperd·
@lstemeraldshard Don’t think it’s a good idea since it’s not a part of “spark’s dna”. It never had this feature since the original game.
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Lost Emerald Shard 🍉
Lost Emerald Shard 🍉@lstemeraldshard·
@LakeFeperd ever consider adding "badnik boucing" in the game? I was a little surprised that you couldn't jump into enemies with out doing the....(what is it called? the 'Jester Dash?' The game's equivalent to the homing attack)
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LakeFeperd
LakeFeperd@LakeFeperd·
Slowly adding more features & polish to the new #SparkTEJ engine, still have to spark's shot and rails but it's coming along nicely. Charged/normal jester dash, magnet dash and down dash have been implemented.
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LakeFeperd
LakeFeperd@LakeFeperd·
@MadzinTonio It would be difficult, since it requires a few unity assets like rewired for input management. But I might try at some point.
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Madzin
Madzin@MadzinTonio·
@LakeFeperd could it ever be open source? just wondering...
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JUJU 𒌐
JUJU 𒌐@Beastmode_md·
@LakeFeperd Ever consider making jester dash one button instead of lt+b so it’s smoother? And would you ever make a character with no double jump but an air dash🥺
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LakeFeperd
LakeFeperd@LakeFeperd·
#SparkTEJ - Slope physics fully implemented. - Charged Jester dash as well. - Wall walking is there too. #SparkPhysics2.0 is shaping up, progress has been slow but ill get there eventually.
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LakeFeperd
LakeFeperd@LakeFeperd·
@lizardlooker More flexible code, better collision handling and it’s gravity agnostic, doesn’t matter where “down” is, it will behave as expected.
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Touth
Touth@lizardlooker·
@LakeFeperd what are the diffrences between this and 1.0?
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LakeFeperd retweetledi
ホビドワ@ゲームを積みし者
『F-ZERO』難民は騙されたと思ってプレイして見て トブぞ 「Spark the Electric Jester」シリーズで知られる開発元が手掛ける、「F-ZERO」シリーズから影響を受けた超高速レースが楽しめるアーケード“コンバット”レーシング作品。 『XF Extreme Formula』|好評配信中
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Nix Dra
Nix Dra@nix_dragon23·
@LakeFeperd Will you make spark 1 mobile port too
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LakeFeperd
LakeFeperd@LakeFeperd·
Rudimentary slope physics successfully implemented. Still have to do stuff like, speeding up when going downhill or detaching when not enough speed, but I wanted to focus on the basics and get them working right before I moved on.
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LakeFeperd
LakeFeperd@LakeFeperd·
@lithium534 It was bloated, the code was extremely old and pure spaghetti, plus the collision system was poorly designed. I made it work but by the end of development it was starting to show its limits.
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lithium534
lithium534@lithium534·
@LakeFeperd What is the reason to rewrite the old character controller? What issues did the old one had that you are going to fix with this one?
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lithium534
lithium534@lithium534·
@LakeFeperd What engine are you using now? Or is this a new version of Unity.
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LakeFeperd
LakeFeperd@LakeFeperd·
@RocketJimmer The XF character controller already had a functional combat system, it was mostly a matter of replacing the animations and effects/hitboxes. That's why it was done first.
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Rocket
Rocket@RocketJimmer·
@LakeFeperd As someone who is developing a very similar game but in reverse order (movement first, then combat), a decreased jump height is a good way to prevent flying past everything. You might also want to look into higher mid-air gravity, higher air resistance, lower base speed, etc.
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LakeFeperd
LakeFeperd@LakeFeperd·
Translating #SparkTEJ's combat into the XF character controller. It's NOT 1:1 with the 3rd game and I don't think it will ever be, overall I am glad to be working with this new character controller, the new code is so much easier to work with and allows me to do a lot more. Will start working on slope physics and proper running on loop de loops soon enough. Also, I think I like this closer camera angle better, spark also might not jump as high as before. This may allow stages to be denser since you're less likely to run past everything, but we will see.
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