QuaziGNRLnose's Recent Forum Activity

  • How about **** King" for my rank? lol

    WTF

  • oh oh! can i have a speshul rank?

  • looks like a wibbly wobbly cookie monster wang.

    this is nice david, might use it to map material jackets or wtv onto my character thats uses ik, that would make him uber complicated xD

  • well, that object david wants to make would be awesome!

  • your too kind. but my master plan is to create a soljahboy's head robot

    MUHWUAHWUAHWUAHUWHDWUHDWASDAD

  • well what happens if you weigh everything to 0, and then everything to 1? Does the mesh appear 'stuck' to a single bone? And what happens if you weigh everything to 0.5...does the mesh kinda bend or does it rotate inbetween the bones? I need maya god dammit >.<

    you didnt post anything my friend, AND I WANNA SEE IT!!!

  • heres an update, its an exe.

    Updated stuff:

    300 food pellets

    big ocean area to explore

    music (whales, dont put your speakers high because sometimes theres some loud *** sh**t)

    worm now chases the mouse.

    speed of worm cannot decrease as much anymore

    food is spread over a wider area.

    you start as a smaller worm inside of an egg

    size counter

    Controls

    mouse to steer

    hold left MB to speed up

    hold right MB to slow down

    explore the ocean, it now has depth and there are a few scenic thing to look at.

    here it is, enjoy!

    http://download35.mediafire.com/bndja8g ... lution.zip

    > Every time you post something I always say "it's awesome, I love it." Well I'm getting sick of saying "it's awesome, I love it" all the time. One of these days, you're going to make something crappy... and when that day comes I'll be there to savor every tear.

    >

    > Just kidding, it's awesome, I love it

    >

    that was me on my bros account by accident srry lol

  • Anyway, this is a really advanced stuff! I mean Aquaria won indie game of the year for 2007, and the main character was animated with the same method as my bone movement (as I have illustrated in another thread). I guess we are in 2009 so technology has changed.

    What I've been thinking about doing is creating an 'advanced stuff' object, which would embody lots of complicated functions and stuff, such as calculating angles for IK, finding the other side of a triangle, and basically just various calculations that are rather lengthy to write as an expression, but can give your games that 'edge' over other games. Plus machine code is faster at evaluating equations, so it would be faster and easier to use.

    this, all of it.

  • i just wish it wasnt a slash em up, games like that get old way too fast. think of viewtiful joe, its fun but it gets repetitive very quickly.

  • Love to adaptive difficulty you've put in this - making it faster and harder to turn as it gets bigger, but also making it easier to get food at the same time.

    Add a time limit to this, as in "get as big as you can in 5mins", and you have a game. Then you can add other things, like hazards (poison that makes you smaller), high scores, etc.

    This could be way more than a tech demo.

    yah ill make it into a little game! nothing extreme but a lil score based game.

    very nice! i like how it the worm is 'designed by math' but avoids to look sterile; the turning motion/swaying makes it really come to life!

    yah thats what i was aiming for with this, to make a worm which grows but changes as it does so, im even planning on adapting the worm into a frogs vertebrae as you get larger and larger. and i couldnt agree more about the turning motion, i love the way i made the fins stick out and sway.

    when i iron out a few bugs ill post an update here

  • you must have a pretty fast rig, i forgot that i only put 200 pellets, so if you ate most everything youd be about 200 segements long, which is a ton.

    its a cap file so just run it in debug or add a text object that displays S.count

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  • my bros using it for a geometry wars style shoot em up that hes making

QuaziGNRLnose's avatar

QuaziGNRLnose

Member since 2 Aug, 2008

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