nice twist. what did you use to record player actions for the rewind? literally just player actions? reversing time in a video game is a very complicated problem. jonathan blow spoke at length about it after braid.
nice twist. what did you use to record player actions for the rewind? literally just player actions? reversing time in a video game is a very complicated problem. jonathan blow spoke at length about it after braid.
Sorry for the belated response. Long story short, we store the player position every few frames, then teleport the player to those positions in reverse order at the end cutscene.
this co uld have been so amazingly much better.
why did you set up the movement controls this way..?
also do you realize how much that negatively impacts performance? the game engine has to do trigonometric calculations every time the player hits a direction key.
around level 40 or a little before, a mob bugged and stopped advancing. it was one of those green light orb guys and he was in the frame where he is lit up red. he didn't move. bullets went right through him and there was no way to exit to a menu or restart the level. it was an absolute game destroying bug.
super short and sweet except for two gripes. one major, one minor.
major gripe: why not allow us to use WASD for movement or at least up arrow for jumping? requiring arrow keys + mouse + space bar = three hands. i have three hands so i was able to manage it but most people only have two.
minor gripe: you should have to get both the wrench and hammer to the exit in order to finish a level. as it is, it feels awkward that i shut off water flow but never have to actually m ove the wrench past that point.
i don't like the way you have exits from rooms that aren't indicated by your standard border buttons.
you also reused a lot of art from (or for) this.
good. the shapes # puzzle was difficult.
ray tracing called. it wants its seat at the throne of "performance killer" land back.
no need to get back to it, it doesn't hold a candle to this.
strike 1: unskippable intro (don't care about your badly written story, sorry)
strike 2: terrible writing. sorry. if you can't effectively write, just don't. or have someone else do it.
strike 3: very unclear you have to click some random building off in the distance to start the combat
many more sins here but three strikes and you're out af!
Joined on 2/19/05