I like this a lot! It felt like a series of funny gags that made me laugh and is well-polished. Good job!
BinaryBeat
Creator of
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My game, "Very Crusty Pizza", is based on Vinny's corruption streams. I decided to do this for fun and try to learn something a little. The idea was that there was to be a "base game" that had goals with random corruptions as the player tries to accomplish the goals. I had to cut a lot of work but the idea was going to be running around a Portal-like complex and find ingredients to process into the giant pizza but I had to compromise and have the map and ingredient-collection action be simple.
I used Unreal Engine because I am more familiar with it and like using the Iliad plugin for quick texture creation.
The idea of the corruptor is mixed with randomizer concepts where after an amount of time, a random "corruption" would activate. These are not true corruptions. Most of them deactivate after some time for saner gameplay. Even models that get spawned in disappear after some time to not flood the play space and key items should keep their textures even when changed. Instead of waiting for the next corruption, the player can press a "manual blast" key (the "Q" key) to randomize immediately. Just to make the game have a little play for fun feature.
The game ended up not looking like much but I am happy for trying out the event. Thank you for hosting it, team!
Requests:
*Sine wave effect (horizontal and vertical mode)- not the Wave effect but like waves along one line through the sprite (Thomas the animator left a request, I don't know if you understood or saw his last reply).
*Full rotation - not for simple sprites but would be good for layered sprites.
*Better control over when to simulate. When messing around with several layers with Break effects it can get quite laggy and it simulates each time we change something.
*Being able to clear/empty a layer.
Observations:
*Hiding layers with Break can still cause lag, not too bad for me but maybe skipping the effect might help.
*I can still move the sliders or the sprite's origin when rendering. This actually gets rendered which can produce fun renderings like pulsating Tint on and off, moving the sprite around when using rotation, or puppeteering the sprite with the right mouse button. (Please don't remove this, I find it useful making certain animations).
Thank you very much for reading our suggestions and making nice gamedev tools.
When you zoom in and out the pixels change size so it is hard to tell what will come out upon export.
Is there something I am missing?
Also there it is possible to lose the picture off the side because we can only drag on the picture. Do you think you can add like a re-centering button?
Besides these things, your tool looks awesome. Really considering it.