mehrdadsh 2020-04-20 17:04
nice choice o color
Foon → Ludum Dare Explorer → LD46 → pod
By irwatts
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 190 | 3.80 | 30 | |
| Fun | 170 | 3.76 | 30 | |
| Innovation | 35 | 4.16 | 30 | |
| Theme | 713 | 3.46 | 30 | |
| Graphics | 36 | 4.39 | 30 | |
| Audio | 138 | 3.73 | 30 | |
| Humor | 110 | 3.70 | 29 | |
| Mood | 232 | 3.59 | 29 |
nice choice o color
Neat concept. The gameplay boils down to setting up a program to make your bot do what you want, which is cool. The physics can get pretty wonky if you crank things up suddenly. Music fits well. Thumbs up!
I've spent way to much time playing it then I've initially wanted to! Great job
Just with the Rear and Front, I was able to reach around 48meters, but them, trying to add left right offset make it go back to 0m :laughing: All works for nothing! :smile: I enjoyed it a lot! Thank you, and well done ! :v:
I love the mechanic :)! Too bad there is no ending (so to say, a more accurate goal). But I love the idea and the graphics :o!
I spent way longer than I meant to on this one. It's just perfect, especially for a game made in 48 hours. The idea is simple yet fun. The objective is as clear as day. The game reminds me a lot of QWOP, in terms of gameplay. The music sounds amazing, too. But the one thing that blew me away were the visuals. The game looks beautiful. The GUI, one of the easiest things to mess up, looks surprisingly clean. Also, the derpy face of the package. The one thing I wish this game had was an easier way to distinguish between front and back legs. This is still my new favorite game from this jam. Good job!
Cool concept that's fun to play around with :) The colour scheme and aesthetic suit it perfectly
Nice game, a bit confusing though. Good job :)
I love the colours! It's really good :)
Yea colors are really nice!
very interesting, I like how you developed the idea and the graphics. nice job!
Reached 16 meters! Sucesss! It was fun
funny!
It was very hard to control at first, but I think I figured out a pattern to move forward, but veeeeeeery slowly. Then I yanked the controls to max and the physics exploded and the pod went flying to 512. Fun toy and great font and communication to the player! Really liked the phase diagrams
Wow man , it really original , awsome gameplay ! graphics are good too
That was a hoot! I hope Amazon uses this for their delivery drones
very nice game
Really original idea! Love that the face changes on the package, it's a nice touch. Also extremely fun just to mess around with the parameters outside of the main objective. Nice!
Game is cool. How you did these sine waves in ue4?
@zevsehg The sine wave is rendered in a shader by smoothstepping a distance function (smoothstep(0.01, 0.005, abs(uv.y-0.5+(sin(uv.x\*frequency)\*amplitude)))). It has variable thickness because I didn't implement distance estimation (https://www.iquilezles.org/www/articles/distance/distance.htm).
What an awesome idea! I played this for longer than I care to admit. The movement feels very organic when you get it just right. Reminds me of procedural animations. I mean I guess technically this is procedural animation! The music is very fitting- it feels industrial but organic at the same time. The graphics are really cute, and the interface is very intuitive. I think having some control instructions in-game would help, but the included readme file helped. Overall, excellent entry, especially for the 48 hour compo!
Very fun little game to toy around with. Managed to get it pretty effective so i got bored around 80 meters so i messed around with the settings just for fun after that
The graphics seem really nice. Unfortunatly I don't have a Windows to test it out. If you can make a web or linux export, I'll be happy to test it out. Cheers.
Really nice concept and beautiful graphics! But quite janky physics. I've done similar things before myself. I don't understand why the the main body sometimes acts very un-physically, when you jump it flies in a very awkward way and you'd expect that it should behave like a free-falling body. Are you maybe setting leg rotations through the transform and not through joint motors?
Btw, when you change the amplitude, the "reference point" doesn't change and hence the leg will immediately jump to the target location as if the frequency is measured from 0. The only way to "safely" change frequency is to reduce amplitude to 0, then change frequency, then change amplitude back to desired. Instead, I suggest you should move the reference point as well. For example you could track time yourself and add delta time * frequency each frame. Then the position will be preserved when you change amplitudes.
I assume it's currently something like this: ``` legAngle = sin(game.time * frequency); ```
Instead, you should do something like: ``` float legTime = 0;
// in update: legTime += game.deltaTime * frequency; legAngle = sin(legTime); ```