Platform Masters development (Nov 26, 2009) - Carnivalesta and special effects
Uploader Comments (ulillillia)
Top Comments
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Platformer Masters really is looking great! It's nice to see the progress you are making. I look forward to playing this one day.
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Love the detail on the night sky. We all know you do excellent paralax and backgrounds.
I do find it odd that the carnival stands are 200 feet apart from each other, with the Hero Wheel and Roller Coaster being even farther. I think there must be a way for you to add some sort of detail between them at least? Maybe thats planned but you do a lot of great detail on vertical scrolling and the horizontal always suffers. Just my honest opinion. I'm still looking forward to the game!
All Comments (155)
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Cool! I want to know more about your RPG.
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The never ending rollercoaster in the background is also a great detail! Dude, I am so much looking forward to play this game!
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I do have an RPG in the works, a 2D one. It's only expected to take about 40 hours to complete, for a story-focused player.
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too bad he never made a ridiculous 1000 hour long RPG
good luck with your game man
MarkQP 1 year ago
Since this video, PM has numerous improvements and tons more progress. It's now starting to become playable and in the recent video, I'm getting collision detection working (though I've solved 2 of the bugs the video covers).
ulillillia 1 year ago
I really like all the scenery. The city in the background and the night sky are so awesome!
LemurJooze 1 year ago
The night sky has actually been improved (I forgot the square root in the gradient's formula) and the hills and mountains have been darkened (I didn't have the grass texture at the time I made them). The ground texture has also been improved as well so it has finer motion and a smoother gradient with the texture going out further. A lot of progress has been made since this video, almost all of it involves graphics though - worlds 2, 3, 6, 8, 9, and 10 are essentially done.
ulillillia 1 year ago
Why does it update at 960 times per second? Why not 1,000 times per second, so the game will update every exact millisecond?
SeparateEntity 2 years ago
It needs to a multiple of 60 because there are 60 draws per frame. Fractional values would require special adjustments. There are 16 cycles per draw for movement and 4 cycles per draw for keyboard input. Being a power of 2, 16 is the best since it's easy to program the sub-frame delays (17, prime, won't allow this though it'll be the closest multiple of 60 to 1000) and 960 is close enough to 1000. 18 is the next best.
ulillillia 2 years ago