Chris wrote:Game looks cool. I don't like the levels. They look like typical battle levels made quickly in elma editor. The empty spaces between polygons at 0:11. No grass or anything like that. It's hard to say, but I think you should design them to look like they are not made of polygons, but more like this:
http://braid-game.com/news/wp-content/u ... rld_2a.jpg Maybe you should use more different textures add some grass, trees etc. I like the sky texture in your game.
Yeah I'm going to continue working on making the existing levels look better using the tools I have now (by replacing more polygonal objects with more organic looking shapes). It was important to me that users be able to create/share levels and that meant creating an easy to use level editor. It's pretty basic now, but I hope to continue developing the level editor and release it in a future update. I
hope to be able to do stuff like grass in Elma, but stuff like Braid probably won't happen -- the environments in Braid are made of prefabbed pieces and I wanted to give users easier access to the most flexibility possible. I think the Elma-style level editor was the best choice because it lets users create any kind of shapes they want -- I hope to make it as easy as possible to make good looking levels, so I plan to continue improving how the level art is generated procedurally.
Also, the trailer is older footage -- since then, I've also added some plants and other things that help the visuals a bit. All of that is done automatically -- level creator only worries about the gameplay (though in the future, I'd like to give users more options on how levels will look). And those messy polygons on the left side are an example of the things I plan to clean up in the next few days before I submit to Apple.
jonharkulsykkel wrote:i think looks cool game )) maybe physics could be a little less xmoto if pasibel
im disagre with chris__ about that link, one of the things my always liked about elmais that its a skil game, theres not much annoying things in front of everything so you can usualy see exactly where the ground is and but still theres many nice graphics, so grass woud be cool as long as it looks the way it does in elma
I've only played a bit of X-Moto, but I'd say the physics in FishMoto are closer to Elma -- I've really played up the stretchyness
I've also made an effort to give players more control over the bike -- I'm hoping that brings in more new players but also allows for even harder levels to be made. I didn't want to make a game that only hardcore players could enjoy, but I also wanted to make sure the hardcore players had plenty to work with. I think I've found a good balance
Lousku wrote:JTown wrote:PC/Mac versions are also very possible.
PLEASE! I'm strongly against touch screens (because I'm a bum).
Yeah I'd love to release a good PC/Mac port (online play wouldn't be too hard, either) -- it's mostly a matter of whether or not I have enough money to survive (right now I'm basically broke). I chose iPhone first because right now that's the best market for this type of game and there's nothing on the app store quite like it yet. If I have the money to do so, I'd love to put it on as many platforms as possible -- I'm using the Unity game engine so that will be relatively easy
