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Messages - Nifflas

Pages: [1] 2 3 4 5 ... 78
1
Uurnog / Re: If you were to come up with a block?
« on: June 16, 2017, 17:39:12 »
Wow, there are some pretty solid ideas here! I really like the holy block idea! I'll also consider if I can improve the beetle problem.

2
Uurnog / Re: If you were to come up with a block?
« on: May 26, 2017, 17:09:55 »
Nice! That's definitely doable! It's basically just altering gravity and drag, and I can use the bird code to keep it oriented with the right side up.

A possible way to implement "use" would be to toggle this behavior.

3
Uurnog / If you were to come up with a block?
« on: May 26, 2017, 14:31:50 »
So, say I'm hypothetically having more plans for Uurnog, if you were to come up with a new block, what would it do?

It's coded so that each block does something when used, and can also respond differently to each damage type: push, pew pew, explosion, use disintegrate, and stack (yes, weird as it is, use and stack are implemented as damage types).

4
Uurnog / Re: Hi! Sorry I've been so absent!
« on: May 25, 2017, 15:32:20 »
I clearly remember that and I'm trying to remember what it was, but I can't remember. The idea was to teach players early that it's possible to lose items in the game.

5
Uurnog / Re: For those who played it, what did you think?
« on: May 24, 2017, 23:19:58 »
Hi! I'm glad to hear you seem to enjoy the game generally! To answer a few things:

Quote
I assume the game doesn't actually use bitmaps for the sprites, relying instead on polygons or vectorial images. It makes sense with the aesthetics of the game and means you can play in any given resolution without hindering visual quality, at the expense of performance.

This is actually completely correct. The story is that I wanted big antialiased pixels to make the game resolution independent and work with rotating objects. Originally I wrote a shader that could accomplish it, but there was a corner case where it'd look bad. I mean that as literately a corner case, because a transparent pixel in a corner between two non-transparent ones can only have a single color. The GPU interpolates towards the transparent pixel's channels independently (r, g, b, alpha), and that would make the color bleed over where the AA happens.

So, I wrote an algorithm that can convert a pixel image into a 3D mesh (though I only use two dimensions). The triangulation is a bit too advanced for my skills, so for that I used LibTessDotNet. At some point I realized it was very easy to use groups of four pixels as units instead of one, allowing a "block" to be split into two triangles. This also means that graphics eat more resources the more detailed the meshes are, not necessarily how big they are, so I had to stick to big solid color areas for memory reasons. That's basically how the game's style came into existence, by me not being able to fix a shader issue.

Quote
Have to agree there. It's kinda funny how there's all these annoying NPCs roaming around with no clear goal, though.

That part is basically inspired by any Zelda game. I love how Link runs into someone's house, start throwing pots all over the place (you know you did this). I wanted all NPCs in Uurnog to be like that.

Quote
I was also kind of annoyed at the fact that the keyboard controls were not at all to my taste and I couldn't rebind them.

Yeah, I agree. If I expand the game in the future, I definitely want to improve that.

6
Uurnog / Re: Hi! Sorry I've been so absent!
« on: May 24, 2017, 22:48:05 »
It appears to be in my mind, so I have no idea how that'd work.

7
Uurnog / Hi! Sorry I've been so absent!
« on: May 24, 2017, 16:02:51 »
Hi!

Sorry I've been so absent for such a long time. I've been through a bit of a rough period, and the honest explanations is that I've really felt I should write something here for quite a while, but when there's something important I should do, whether it's replying to emails or writing here, in my mind it grows into a mountain.

I hope you've had fun with the game though, and I'll try to start looking through the conversations tonight!

8
I'm alright with that! Knytt Stories is so old now, it's just fun if people do something cool with it. I'd not be okay with using assets from the game in something completely separate and unrelated, but things like remakes, demakes and mods I enjoy!

9
Well, there may be an announcement at some point related to something like that ;)

10
The game can be downloaded on the WiiU eShop!

The launch trailer can be found here!!

11
Affordable Space Adventures / Release date set!
« on: March 06, 2015, 14:55:10 »
Good news everyone!

Affordable Space Adventures will be released for Wii U on the 9th of April!

Here's the game's website, which features a new teaser!

12
It was super fun to be participate! Nice timing that it was on my birthday too!

13
Knytt Underground / Re: Difference between mp3 and flac soundtrack
« on: December 29, 2014, 23:06:06 »
Hey! I'm not sure why they are different. I'm hosting the mp3 version on ni2.se but because of bandwidth reasons not hosting the flac. I'll look into if I can host a flac edition of that though. Differences between the content may be related to that I'm managing the mp3 version myself while I didn't set up the flac version and graphics myself.

14
If you happen to be headed for GamesCom and want to try Affordable Space Adventures, I'll be at the Indie Megabooth! \o/

15
You're welcome! Though, if you have a Steam key for one of my games and want a non-Steam version, you can just drop me a message and I'll get you a download code!

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