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  • Hold on a second, If it's entirely 2D, how's the ground rendered? Mode 7-type transformations?

  • Nope, not mode 7. I have no idea how to do mode 7. Instead, I'm using, in a way, about 2000 layers of scenery objects rendered in a special way. See my 110-minute-long "making ground decals" video for details and you'll see how I make ground decals. The overview video shows the result when I get to Lake Keveran and Lake Keveran is beautiful from about 1000 feet above.

  • This game needs more mirrors! Just kidding. But I find the main character is hard to see with the motion of the background. Not so much in the air, but close to the ground, against the colorful city backdrop.

  • Even the largest of mirrors are but a few pixels. A typical floor-to-ceiling mirror might be 32x48 pixels, quite small (and that's at the distance where the character is).

  • I MUST play this game. The more I watch your videos, the more fascinated I become and the parallax scrolling looks amazing as hell...

  • sooo much better..mmkayy...

  • It looks good, but the gameplay could use a little work. The jumping physics seem really floaty.

  • Game play is not my focus right now. I need to redo the character's animation before most of the game play stuff can be done (otherwise my efforts will only get undone).

  • @ulillillia What means parallax scrolling? If its the jumping them i must say its hilaruously awesome! I started the long way of learning game-developing and i think you will be my inspiration for the next cpouple of months. Keep up...oh and, really, really well made game and the details. How many people are you working and how much time you puted into making this from scratch. Thanks for the answers and keep up i sub.

  • See PM's site and the "parallax" section for details on what parallax scrolling is. I'm pretty much the sole designer of the game... outside the audio creation. I have a few contributors making good music for this game. You can contribute music and sound effects if you'd like as well. See PM's site's audio section for the details. Visit platformmasters spec c o m for in-depth details about PM (at least for what's publicly available).

  • I have a question, when you release this game how much are you going to charge for it? I'm assuming it will be a digital download. Games on consoles cost about $10 more than their actual suggested retail worth because the publisher has to make up for the cost of releasing them on discs.

    You have many potential buyers! I notice there are a lot of games this generation that would be interesting to you, shame you're missing out. You'd be able to afford an Xbox 360 with the money from this...

  • I think it needs about double the amount of background detail. I'm not fully convinced yet.

  • @ulillillia Have you tried sonic generations? I noticed you enjoyed some of the classic sonic games and was wondering how you felt about the classic sonic gameplay in generations.

  • I won't be able to play the game until about 1 or 2 years from now and by then, I'm likely to forget. This is because I don't have any of the current generations systems I don't foresee getting them either due to far too few games of interest and their great cost.

  • I could imagine this utilising stereoscopic 3d.

  • Stereoscopic 3D is a 100% complete unknown to me - never saw any movies or games that use it and probably won't for at least another 5 years. Even HDTV is still mostly an unknown to me despite having a TV that is HD (the only things I have output SD so it doesn't do any good).

  • @ulillillia

    There are some really cool pictures online that you can look at and cross your eyes to experience it :-D

  • @ulillillia I think he is referring to the traditional type of 3d stereoscopy that only requires simple red/blue glasses to view.

  • when falling, the character should reach terminal velocity surely?

  • I have a strong suspicion that had you not played Bubsy that you wouldn't have worried so much about all this height. Truly amazing.

  • Bubsy doesn't have much to do with it. 3D games and high vantage points do. Super Monkey Ball has had a pretty strong effect - tons of height and speed. Bubsy has helped on this as well, though not much.

  • Truly amazing.

  • Might I recommend some colour contrasting so the character and level doesn't clash with the background.

  • The background is way too distracting. Not enough contrast between the character and the background.

  • Truly amazing.

  • Delfino Plaza is looking sharp!

    Haha, but really; this is a very clever use of the parallax technique. I also appreciate the precise scaling you have set. The parallax works very nicely for how you are using it; however, its limitations seem to appear in its inability to easily change a z-positions dynamically.... but you probably already knew that, right? haha

  • The area is actually the western outskirts of Ronnis. World 2 is Ronnis and I have a video of that, the previous video. The Z position can be changed dynamically in real time, it's just that the image won't be the correct size any more. If I move something from a scaling of 3 (2048 CU away) where the object is at the correct size to 1 (682 2/3 CU), the object will then become 1/3 the size. I cannot dynamically resize an image without getting a frame rate of an unplayable 7 fps.

  • The area is actually the western outskirts of Ronnis. World 2 is Ronnis and I have a video of that, the previous video. The Z position can be changed dynamically in real time, it's just that the image won't be the correct size any more. If I move something from a scaling of 3 (2048 CU away) where the object is at the correct size to 1 (682 2/3 CU), the object will then become 1/3 the size. I cannot dynamically resize an image without getting a frame rate of an unplayable 7 fps.

  • I still don't understand exactly what your objective is.

    Is the intent of your project to make a game engine or is it to ultimately make a game?

  • This will be a game. I don't have much of the game play functionality right now. Once I redo the character, most likely after finishing most of the scenery, I'll then have the game play added in though that'll likely be 2 months after I get the character redone.

  • Will vehicles ever travel up and down the vertical streets?

  • Unfortunately, this is not possible and for an assortment of reasons. First, dynamic Z position setting isn't easily possible in my game engine. Second, the car positions are randomized and finding gaps of proper sizes for everything is very hard to program. Stop and go is not easy with the way I've designed everything. Besides, every house has their front doors and back doors parallel with the roads.

  • hey Ulillillia, what's the purpose of the HP bar? it doesn't seem like there's a lot of reason to be taking damage

  • There is a lot of purpose in the HP bar. Until I redo the character, all of it is not possible outside that of hearts and deaths (deaths only from falling out). There will be enemies, their projectiles, and HP-reducing hazards (spikes, lava, or ice water anyone?). Until I redo the character, any progress I make here outside the graphics will be wasted time and effort. I'm highly focused on doing the scenery right now, currently it's world 17.

  • Love this, I'm going to be first in line to buy it when it comes out. You've put huge amounts of work into the parallax scrolling, it's the best I've ever seen.

  • "Platform Masters takes parallax scrolling to an extreme never seen before". It's been advertised like that almost since the initial conception way back in April of 2009 (though probably around early 2010). World 1 really is my masterpiece. When I first saw it, even I was amazed as to how well it came out... even before the bugs were fixed. Being the game's first world, it's well-suited for a first impression and is almost guaranteed to be in the demo.

  • Nice sense of height, i'll probably buy this game once it comes out.

  • It's not only height you get a good sense of, it's also speed. Everything in Platform Masters is realistically to scale.

  • Hey Ulli love your videos, keep being awesome!

    greetings from the Dominican Republic

  • MY!! This is awesome :O

  • I'd master your platform ulillillia, if you catch my drift

    no homo

  • You need to change the name of this game from Platform Masters to Parallax Scrolling Gallery before the Better Business Bureau cracks down on you for false advertising.

  • Not going to happen on both fronts.

  • Dude, you put so much work in to this I can't believe it. The level of detail is insane!

  • World 17 is next and is being worked on. I should have a video around December 23 or 24, depending on how well things go and how much I get involved with construction stuff (basement stuff this time - going down?).

  • Maybe this has already been asked but why don't you use the metric system? Surely someone such as yourself would find it more useful when doing so many calculations. Secondly, will your game become more aesthetically pleasing in the future? It looks very detailed but it doesn't have a very gripping art style.

  • The metric system is available. See my "air taxi" video as it contains all of the available measurement units. In my region, the US, the metric system isn't very well known outside the scientific community. World 1 is basically maxed out as far as the detail goes. I'm working on world 17 now, but it's not as complex or as advanced as world 1 is, far from it.

  • there are farms right next to the coastline?

  • Not exactly touching it, but fairly close. One farm field is missing as it would otherwise go in the water at one point. The farm fields do have a height barrier in some form to protect them from the salt water. Still, they could be growing crops that can thrive in salt water.

  • Uli, what are you going to do for the colorblind players?

    It seems to me like sometimes it is hard to distinguish between the platforms and the background, specially on World 1 since the houses are so colorful.

    Are you adding a colorblind mode?

  • I really can't do much other than use the checkerboard pattern of the platforms as a hint. It'll be more difficult, but there isn't much else I can do.

  • @ulillillia Have you thought about adding subtle outlines to the platforms?

    Something in the lines of a fake 3d, like bevelled edges? The 2D sonic games used to have this kind of stuff on the background if you notice.

  • Due to the way the drawing works, bevels cannot be done. The only way that will be possible if if I spent 3+ days making each individual variant and using up 1 GB or more of RAM which takes everything out of proportion. Because there isn't a "divide" method, the lighted side isn't possible. The darker side is. However, this makes the complexity much higher.

  • @ulillillia Ouch!

    That sounds like a pain! Well, I guess it'll be fine then. Keep up the good work!

  • Now that I've thought about it more, I can see that it will be possible, but I'd still need another 10 to 20 MB more memory and I've only got 96 MB available to work with. Much beyond that means I'd have to raise system requirements to a 256 MB card instead of 128. A GeForce 4xxx can run PM, but only if it has 128 MB of VRAM. I'm nearly maxed on a GeForce 7600 GT. I still need to address the strange case of high CPU usage though with Ronnis.

  • There isn't much I can do about that. Besides, even the largest level, the supersize level, will only take you to about 3072 CU and you won't see the gaps between the hills. All worlds that use hills or mountains have this.

  • So, where's Jeremy's house? Which one is it and why didn't you enter?

  • His house is behind the scene. I cannot change the Z position (forward and backward) so I can't enter his house.

  • Have you ever thought about getting into 3D programming at all or is your interest strictly 2D? There's a free 3D Modeling/Animation/Gaming engine called Blender that you might find interesting.

  • Blender is horrible and downright slow to use. I've been told of something with "space" in it, either "truespace" or "freespace" being available and for free. My specialty lies in 2D and after my 2D RPG is done (my next project after PM), that's when I may start getting into 3D programming.

  • @ulillillia Yup. Just looked it up - trueSpace. Interesting. You've got talent and a unique take on things. It will be interesting to see what you come up with both 2D and (if you ever take it up) 3D.

  • how much do you plan to charge for this when you finally release it? i think im gonna save up twice as much and give it all to you

  • There is no set price and it won't be set until near the time of release. The price will be anywhere from $24.95 to $40 with $34.95 being the most likely candidate (the peak of the lop-sided bell curve). I do intend on offering an early bird discount, offering the game for $29.95 instead. There is a lot more to PM than what's currently known to the public. Redo the character and I'm basically only 6 weeks away or so from making the game's levels.

  • i am very much looking forward to it

  • This is why I LOVE Parallax Scrolling. You can make such awesome detail and graphics and it doesn't even need a GPU all that powerful, it's almost like cheating!. Also it just has a charm you can't say isn't there.

  • Platform Masters takes parallax scrolling to an extreme never seen before. I've advertised PM that way almost ever since the initial conception way back in April of 2009. World 1 is basically a masterpiece in this regard. I've still got a lot left to do, but this world is absolutely amazing, way better than what it was barely 6 months ago. World 2 is fairly close, but I'm having frame rate problems due to excessive CPU usage (ironic as drawing involves the GPU).

  • Amazing how you put such insane detail into the backdrop.

    What is the required computer hardware?

    Because that looks pretty computer-craving, despite being a 2D game.

  • GPU-wise, a GeForce 4xxx should be able to run it at 30 fps with minimal settings. GeForce 98xx or higher should be able to run PM maxed out at 60 fps. I do have one unexplained problem though - why is the CPU usage high in comparison to the GPU usage? I'm thinking that it has something to do with the design of AlphaBlend.

  • @ulillillia I have a GeForce 9500 on this computer, so i should be able to run it at 40 FPS or something with maxed out settings.

  • The 9500 is just about as powerful as my 7600 GT and I'm running 60 fps nearly maxed (the most distant layers of the precipitation is left out). For 120 fps (the highest you can go) and maxed, you'll need something around an 8800 GTX. I'm basing this solely on the pixel drawing capacity of the card from what I see in Wikipedia. I have no way to test it. I haven't checked to see how my new 460 GTX compares, but I should easily get 120 fps maxed with that... supposedly.

  • Impressive.

  • These new effects are honestly really impressive. I've never seen such a dramatic 3D road effect ever.

  • Consider that I did this with nothing but pure 2D drawing functions, AlphaBlend to be exact. This is definitely an excellent first impression.

  • whats the origin of the name Jeremy's House

  • Air taxis ARE the vehicles of the future.

  • Stream is working great Uli, you've been going for almost 12 hours now haha.

  • AHAHAHAAHAHAHAAHAHAHAAHAHAHAAH­AHAHAAHAHAHAAHAHAHAAHAHAHAAHAH­AHAAHAHAHAAHAHAHAAHAHAHAAHAHAH­AAHAHAHAAHAHAHAAHAHAHAAHAHAHAA­HAHAHAAHAHAHAAHAHAHAAHAHAHAAHA­HAHAAHAHAHAAHAHAHAAHAHAHAAHAHA­HAAHAHAHAAHAHAHAAHAHAHAAHAHAHA­AHAHAHAAHAHAHAAHAHAHAAHAHAHAAH­AHAHAAHAHAHAAHAHAHAAHAHAHAAHAH­AHAAHAHAHAAHAHAHAAHAHAHAAHAHAH­AAHAHAHAAHAHAHAAHAHAHAAHAHAHAA­HAHAHAAHAHAHAAHAHAHAAHAHAHAAHA­HAHAAHAHAHAAHAHAHAAHAHAHAAHAHA­HAAHAHAHAAHAHAHAAHAHAHAAHAHAHA­

  • who is jeremy?

  • >look kitty a wizard!

  • Great video! I sent you a private message as well as an e-mail. Would you mind checking those and responding please?

  • I still think my favorite one is the sunset world on the beach (forgot the name). Keep up the good work, Snickers. =P

  • Sentus Reef (world 8) and Sentus Mountains (world 10) are the only ones with a sunset. World 8 is the closest to a beach you'll get in this case as several islands are present. Without regard to the sky, Lake Keveran (world 5) is the closest to a beach that's currently known but that has a day time sky.

  • Nice Super Mario Sunshine music in the background. Are you listening to it yourself or is it part of the game's music?

  • It's Winamp playing in the background. I don't have game audio set up right now.

  • I love you.

  • The houses are really cool! Have you possibly considered having a couple shape variations? Right now every house seems to have the same shape, same number of windows. Maybe a couple different types here and there just to break things up?

  • Do that and the shadows will have to go. It's why the buildings in Ronnis have no shadows. Factory mass production of houses makes for the same shape on every front. Later remodeling on the interior could result in different room arrangements.

  • @ulillillia can't you just use an engine that does shadow vector projection properly?

  • This is not a 3D game engine, thus, shadows cannot be easily done. PM is a purely 2D game - you won't find any hints of 3D game objects actually being used. All you see are BMP and TGA files for images and the use of AlphaBlend for drawing. There's no DirectX, SDL, or any of those kinds of things.

  • Release date?

  • There is no set release date. Early 2013 has an 80% chance for release by. Mid 2013 has 90% and late 2013 has 95%. Late 2012 has a 60% chance of having a release by then. By release, I'm assuming a public beta, of which will precede the official release probably by 4 months.

  • @ulillillia I hope you take your time and make this game as good as it can possibly be! Do not feel you have to release it by a deadline

  • I've been stating it for well over a year - there is no set release date and I cannot make any guarantees. I originally thought the middle of 2012 was the estimated time of release, but plan changes, primarily in scenery, has pushed that back. I'm now declaring worlds 100% complete and there are quite a few. I once thought Lake Keveran was done, but a nonstandard setup I had with the houses means I must redo them. I also intend on getting a textured lake bottom too.

  • When you said that this takes parallax scrolling to an extreme, you took the words out of my mouth. I'm not much of a programmer, but I've been learning enough about computer games to be able to write one and parallax was literally the first word I thought of when I watched this video for the first time with the sound off. With such powerful parallax scrolling, have you ever considered turning the view 90 degrees and following the character that way either for a new game or thought experiment?

  • I don't have any possible way to have the scene rotated 90 degrees without using actual 3D.

  • this is truly breathtaking... wow.

  • Is that song Mario Sunshine Delfino Plaza slowed down?

  • So, what do you plan on doing with the game once it's finished?

  • I'll be selling it on Regnow, Steam, and, the newest, Desura. Updates and bug fixes will likely follow.

  • Wow and I thought the carnival level was breathtaking!

  • Where do the people park their cars?

  • The cars are actually robotic, very rarely ever driven by a human. Remember, PM takes place in 2073, 61 2/3 years from now.

  • @ulillillia If they are robotic, what purpose do they serve? Cars are pretty much primarily used to transport people.

  • Easy: a cars' primary function is to get you from point A to point B far faster than walking alone. Cars are limited to 70 mph or so. To use the robotically-driven cars (of which is impossible in the game anyway), just simply input where you want to go then let the machine take you there. For even faster or long distance travel, there's the air taxis, limited to about 720 mph (though 192 mph is generally the most common). Air taxis are never operated by a human.

  • Mind blowing. Well, i'm sold. If you find yourself in need of a good sales pitcher I'll help you out there.

  • Making sales pitches is one of my weak points, though not as weak as audio creation. So far, the closest I have for a sales pitch is the 2 small paragraphs below the somewhat out of date screenshot of Lake Keveran on PM's site's about page. Not everything I know about PM's features are known to the public though. Perhaps, if it may help, we could figure something out in a series of private messages in YouTube.

  • no just no

  • no

  • I'm enjoying seeing the progress you're making Ulillillia! Keep up the good work, there was definitely a vast improvement from the last I saw of this level.

  • It is a major improvement. One question though - how is this video getting so many views and replies in such short notice? It's barely 2 days old and yet, I've got 7000+ views on it, more than any of my other PM videos (I think the next highest has only 6000ish views).

  • @ulillillia Because Reddit has featured this video. The natural consequence of that is a dramatic increase in views, and due to the, uh, 'special' nature of many Redittors, a dramatic increase in asinine comments. Uneducated about your background, Uli, only destructive and malicious comments will be heard from the majority from then, that is because Reddit is a place where people revel in such things, but you will learn this on your own soon enough.

  • @JewTubeUsername it's not reddit who spreads this, it's /v/ you scumbag

  • @JewTubeUsername

    Yes. Redditors, in general, are the kind of people you should avoid both on the internet and in real life.

  • @ulillillia I'm pretty sure someone posted it on a forum, i've been following your videos for a while but I've never seen it posted around the internet, only in my subscribe box so it must've been someone else.

    I can't wait to see once you get started on fleshing out the gameplay, even if it might be a while it's going to be really exciting.

  • Once I get the motivation for redoing the character, a much-needed task, many of the things that require the redone character can be started. When done, I can fix the collision detection system's bugs in full. I can also add in enemies, spikes, and other hazards. With these, the HP meter will be working. Get sloped platforms and the other game objects added and tested, then the much-wanted level creator can be made. Then comes the very highly motivating part - making the actual levels.

  • Once the character is done, I'm only a month away from making some of the game's 300+ levels. In fact, at any given time in the last year, I'm only about 6 weeks away from making the game's levels. I'm currently involved with Disgaea 2, though not very strongly (if only Flash Media Encoder would get sound played through my speakers, you'd be seeing live broadcasts of my game play). Next on my list in PM is the lake bottom of world 5, making the 6 changes to Carnivalesta, then maybe world 17.

  • @ulillillia I'm somewhat new in following the development of PM but have you considered making the player character larger or at least wider? Occasionally he blends into the background and it looks difficult to tell what you're doing.

  • The character is the size of a normal adult - about 70 inches tall.

  • @ulillillia Seems like this video was posted on Reddit? This level is looking great by the way!

  • you don't have terminal velocity

  • The attention to detail you use is amazing, perhaps a talent such as that would be better suited for an rpg, instead of a platformer.

  • I do have an RPG planned for and it's my next project after PM is finished. I don't intend on making the RPG anywhere near as graphically complex as PM. I want more focus on the game play, and the obvious powerleveling potential (beyond even Disgaea). I also want more focus on the story as well, though stories are always lower on my priorities.

  • What is this? Why does this exist? It looks like an uninteresting platform game with no apparent goal or purpose. Why are a couple of cars and a stop sign regarded as significant improvements by the commentator? Is this a joke that I am not in on or are people actually following and/or excited by this game's progress. I remember doing something like this in middle school while I was learning pascal.

  • @cdpetrick If you're not on the edge of your seat about this game's release, I really don't know what to say. Go back to playing your Codblops and Skyrim and leave the real gaming to us hardcores.

  • Go back to my videos from April of 2009 until about the middle of 2010 and you'll see how much of an improvement this is. It's a HUGE improvement. Look at the first 50 or so screenshots from my screenshot archive compared to those from 200 and later. The difference is very extreme.

  • Every other row of houses needs to face the other way.

  • There's a front door and a back door. It makes perfect sense that way. The front door is what you see with the closest houses visible, the back door for the houses behind that.

  • Looking good, uli. So when are you planning on adding enemies? Seth King would make a good final boss.

  • Enemies will be added (see the "levels" section on PM's site for details on what you might expect).  I can't add any until I redo the character - efforts made before that will only get undone.

  • Hey ulililia have you seen those videos of the titantic in the cry engine?

  • No. I've never heard of "cry engine". You should remember that I'm 5+ years behind on gaming stuff. It wasn't until about 3 or 4 days ago that I saw any games later than 2006 (due to my dad) outside very rare TV ads.

  • OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE OF COURSE

  • Do you ever plan on selling this? With such amazing work, I'm hoping you'd get some form of money out of this!

  • I will be selling it (on Steam, Regnow, and possibly Desura (the latter being a very recent addition to my possibilities)). However, I won't be selling it until I'm done (obviously). I originally thought the middle of 2012 was the estimated finish time, but I'm apparently not going to be making that. Right now, early 2013 seems the most likely time, though with only an 80% chance. There is no set release date and I'm not going to guarantee anything.

  • GOTYAY

  • At first I just heard negative things about you, but man, you got that fighting spirit. I really like what you've done

  • I got vertigo from watching this

  • hooooooooouh my goooodness

    it's like i'm really listening to autism itself

  • the platforms should be adjusting their perspectives when you move along the y-axis, since they dont, they look too flat.

  • Remember, this is a 2D game. Everything is drawn using nothing but 2D. Although I can add such a depth feature for the platforms, to a limited extent, it's currently not on my long list of things still to be done.

  • More effort in this than there is in Minecrap

  • are you going to add a mini map, because right now the giant levels seem a bit confusing

  • The actual levels themselves are only about 3 to 6 screen widths by 2 to 4 screen heights on average, very small. The scenery, however, is a different subject. The visibility in this particular world is just shy of 600 screen widths into the distance, about 17 miles (27.344 kilometers), very massive. The horizontal span is 2048 screen widths (about 58.254 miles, 93.751 kilometers). Levels themselves are typically spaced about 112 screen widths apart.

  • where are the stop signs for the cars coming from the other directions?

  • The west/east (left and right) directions have no stop signs. The north and south ones, however, do. In this video, the southbound side didn't have the stop sign as I realized I forgot it. My screenshot archive (screenshot 224 if I recall) has this shown. Most of the cars are robotically driven anyway, so stop signs aren't as critical any more. There are still a few cars driven by a human though.

  • So uh, how about adding some actual gameplay mechanics?

  • Wow man this is turning out really good.

  • Jesus Christ, Uli you're a genius!!!

  • You should incorporate the score counter into the bottom right and add a minimap to the top right.

  • A minimap is unlikely, but the score won't move from its default position. Note the word default. You will be able to move and hide the onscreen info (except time and, to a limited extent, HP) as you see fit.

  • Reminds me of Xevious

  • hurts my eyes

  • this is the most boring game ive ever seen

  • the graphics look pretty interesting (in a good way), while the game has a very non-fake retro look. i don't like platformers, but you will probably provide great gameplay on the release version, considering your dedication to your work.

  • The detail in that parallax is ridiculous. Keep up the game, it looks interesting.

  • If only this guy had worked on Minecraft.

  • >800's videos

    >average video has 2000 views

    This is sad.

  • You are a MASTER

  • something about this game creeps me out

  • I remember seeing this about 3 months ago, thinking it is going to be a failed project. The graphics, which I now know were programmer graphics, looked horrible. The game play looked dull. I was dissapointed.

    But now. WOW. I am surprised with the development. I wonder what the blocks will look like once you replace them with the programmer graphics.

    Are there any game play elements you hope to add in sometime soon?

  • Only 3 months ago? Back then, Air Taxi was known to the public and I think I had the Sentus Mountains world finished. What do you mean by programmer graphics though? I'm confused on that. Blocks? That's a unit of measure in my game, equal to 32 CU (about 4.69 feet, 1.43 meters), or the thickness of the platforms. New game play elements are not likely until I redo the character. Do them now and the effort will only get undone once the character is redone.

  • @ulillillia I'm pretty sure he was asking if you were going to redo the design of the platforms

  • So what is the absolute highest you can get in-game?

  • The height limit is so high and extreme that at the 3 mph leviburst provides going up with, you'll need to keep the up arrow key pressed for literally 10,000 years. Basically, you'll never see the limit.

  • @ulillillia Now say if there were some way to noclip or to simply warp yourself to the highest, what would you see?

  • At the moment, you'll only see the blue sky. Because I don't know the formula for the sky darkening effect you see in the real world with great height, you won't see a starry sky. Due to bugs that causes references to data outside of an array's bounds (such as a negative array index), I saw a height of something like 4E14 CU (that's 11 1/9 billion miles, 2 round trips to Neptune and back), that's how I know. The real limit is 23,000 times higher than that - 9 2/9 quintillion (9.223E18).

  • You were falling faster than Terminal Velocity would allow.

  • Woah i'm pretty impressed. Loved the view from above, nice detail. Sorry if this has been asked before, but are any of the levels going to be vertical, like platforming to insane heights? I think that would be really cool.

  • The levels in the Sentus Mountains and Nodera Highlands worlds (10 and 16) are highly vertical. Levels in Sentus Reef and Carnivalesta (worlds 8 and 9) are square-shaped. For great height, there are the supersize levels, one in each world. The supersize level in this world may only get 3072 CU high. For even more height, you'll need to upgrade jumping (jumping upgrades infinitely) or obtain the leviburst ability, unlock infinite time, and just hold up constantly.

  • godbles u fr: jake and the boys :-)