Check out these 4 things we did to help Mina navigate precarious platforms precisely in Tenebrous Isle. 😱
We are taking jumping mechanics to the next level making the experience fun for players and mice!🐁
🎮What are some of your favorite top down game mechanics?
@KinokuniyaUSA The Bloc location has been incredible, I pop in almost every day while coming in and out of the station. I hope it can continue in that space even after the full store opens in Little Tokyo 🙏
Back by popular demand, I’ve revived my little game design newsletter! First up, a selection of notes I took while at GDC last week. Featuring insights from Donkey Kong Bananza 🍌, Silent Hill f 🐺, and an AI sermon that backfired 🌝
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@KidbashSL Beautiful! Personally, I’d zoom even closer on the models in the portraits. They are still a little too close in size to the gameplay models, which makes them feel redundant
Instead of displaying the frame rate as a number in debug mode, Super Mario Strikers uses an "FPS Smiler" that dynamically adjusts its facial expression from green and smiling (high FPS) to red and frowning (low FPS). Below is footage of how it looks when the game undergoes lag.
Due to the unique way Super Mario Bros. stores its maps, its level designers were at the mercy of the decorative hills and bushes when placing bottomless pits. While the pits can be placed freely, the decorations are non-negotiable and dictate the level design.
“My #Famicase Exhibition LA” is being held in LA, USA until August 31st. Open from Friday to Monday. If you’re in LA, come check it out!
&& Gallery
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@SIACTRO Hi it’s me, player who finished half the levels before realizing I must be missing something, but saw this post and then started having a real blast. I think if the right trigger did something while running on the ground, I would have tried using it in the air! Love the game