> Design patterns are not just something that’s available to you as a tool, but also likely to be a pattern you will naturally fall into as you learn programming. Want to model every possible state a character could ever be in? Hierarchical state machines make it possible Want to attack? You can model attack states like Startup, Commit, Winddown etc. Want to jump? You can model jump states like Jumping, Falling etc. The brainlet explanation is: A state machine is a flowchart of whatever you're trying to do. You want to explicitly allow some changes (=transitions) while not allowing other changes under certain conditions This data can change into other data at runtime Now I go back to attack animations for the rest of the day. I want the player experimenting endlessly and the more things I can award points for, the better, so a robust and extensible gap-specifying tool is a must. But to me probably the most interesting aspect of the gameplay lives in that space between “Jesus christ look at this list how can there be 40 attack interactions I don’t even know about yet” and “I can’t believe I got bonus points for shooting an enemy through the gaps in these boards, what other nonsense did the dev think of”. Insofar as gap hunting is the most fun part of completionist/long term THPS play, I wanted to capture something similar with Mayhem League, and completing the stunt catalogue will wind up being one of the hardest and most elaborate gameplay tasks. One for sending an enemy through it, and one for sending a projectile through it and then hitting an enemy. It does the standard Tony Hawk type stuff (player jumped through, player grinded through, player wall-ran through, player slid through, player skated through)… but it can also perform two unique kinds of checks as well. Not every little detail needs a grand cosmic reason, of course, sometimes curtains can just be blue, but it really helps to not waste time with superfluous details to try and make your setting unique when you can just make the characters and the story your own in ways nobody else can.ĭid a bunch of work creating a really important core gameplay component that I can’t make a webm to show because at the moment, it can’t actually do anything but Print strings since I don’t have the score management system set up.īut it’s a tool for specifying sequences of colliders and traversal parameters for tracking “gaps”. My race of autistic goat people exists so I can justify having barbarian capra demons with giant rusty machetes having existential crises, so I can have would-be school shooter punks committing unprovoked acts of violence out of sheer nihilistic boredom, so I can have a plot about racism without making them proxies of real life cultures, so I can have cute goat girls, and so I can have a character race that specs high into health and status resistances. Your fantastical metal exists so a town can mine it, wars can be fought over it, knights can wear it, smiths can forge it, and, when you get to coding, so you can make it have an increased crit rate. Write whatever comes most naturally to you, just remember this: All elements of your fantastical settings should be the context of a story involving the characters you've written. What the other anon said is true, what matters is execution. Perhaps because people are familiar with the ideas of Elves and shit, and therefore can pick up a few things that are taken for granted. Many people have done Elves and shit well. Save/Load Presets and custom palette if any.Tropes are tropes for a reason.Exports Image and Video at 1280x720 max resolution.With Ctrl pressed, on pick color, sets auto next color slot.Create your own 32 color palette (Saved with presets).Set palettes: NES, Gameboy, CPC, C64, Pico8, and DB16.Open files from local/internet or dropping in the app.Dither Blur available for overall dithering.Dither modes: Normal, Additive, XOR, and Source Atop.Bayer Dithering: 2x4x8x for Predefined and Custom pals.Overall Dithering: Checks, Dots, Triangles, and Stripes.Add/Remove RGB values from the overall image.Pixelate image until 12x (Separated Width/Height).Special FX: ASCII-ART, Radial and Hexagonal Pixelation.Basic FX: Contrast, Brightness, Sharpen, Blur, and Gamma.All features supported on Win/Mac/Linux.All effects works with the palette colors limitation. Also PixaTool is able to convert images into ASCII/ANSI art exported in images (.PNG). Pixatool allows you to get 8bit/Pixel style images or videos, optimize your PixelArt or just adding some cool effects.
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