This Game is absolutely on my GameList. I´m really looking forward to it and I´m happy that today there are teams out there believing in “retro and charm with a touch of the New”. I love it and wish you all the best for the rest of the development.
I wonder how you move the character / capsule (?) when he´s climbing up ledges. As there are Flipbook-Animation played in place you need to move the character programmatically. Can you tell me how you made this? Through a timeline maybe ?
I’m not the coder on the team but I believe we just play out our “mantle up” flipbook which has enough space to mimic the player climbing up the edge and we know the start and end points to blend back to the idle flipbook. The collision capsule actually stays at the lower mount point and just teleports to the final position at flipbook end frame, AFAIK.
If I have understood your question correctly, we haven’t disabled the tonemapper at all, we just made a few tweaks in the post process tonemapper to try and remove some of its aggressive contrast, such as tweaking the toe and slope values. We also made sure to disable the autoexposure completely in the project settings as the colours ramping up and down all the time in and out of lights doesn’t really work very well for a platformer. Hope this helps.
Thank you for the answer. So you have Spritesheets with much transparency in it ? But I guess so you have more control over the Character movement because the animators can define it.
Yeah, the sprite sheets that have the character mantling up do have a lot more transparency than a standard sprite in Siege so that we can do these larger moves within the flipbook frame, but we are masked 1-bit transparency rather than 8-bit full transparency so its not that costly. A little excessive on texture sheet usage and alpha overdraw for the few frames the character is climbing up but they are over fairly quickly so its not too bad and we aren’t hurting for texture memory with our little 2D game.
I really love the look of this game. So highly polished.
If I may ask, how much effort was needed to get the pixel perfect camera? More specifically when the camera lerps or smooths to the player position? Im finding a lot of pixel distortion is a consequence of smooth camera movement.
We’re hoping to give a more in depth look at our camera sometime soon. In the mean time I can tell you that it isn’t actually pixel perfect, but the smoothness may be down to game resolution vs the actual resolution it’s displayed at. In other words it looks and feels smooth because for each actual pixel of ‘real movement’ we can smooth the camera over several sub pixels. It’s sort of hard to explain without a bunch of images, which is why I’d like to tackle it properly in the future!