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...But That Was [Yesterday]

...But That Was [Yesterday]

Reimagine :The Game: Description Reimagine first greets you with faceless celebrity caricatures hopping around the sides of a square, as you realize the GRAVITY of the situation. Everything around you... is part of the game. From Super Meat Dress, to Double Rainbow Double Jumps, to The Bieber Booty Call, to iPad iGravity, to Groundbreaking Earthquakes, to Apple-ture Science ... ... To MUSICAL PARODIES such as Somewhere Are Double Rainbows, Tik Locke, and EMIN3M BIEB3R... ... ... Everything about the game... is part of you. El videojuego romántico Cambiar el orden establecido de las cosas, revelarse contra una forma de hacer que la mayoría considera correcta, luchar contra las normas que unos establecieron años atrás y que se siguen sin dar cabida a otras opciones, cambiar el plano de importancia del ser humano respecto al mundo, pasar de considerarse el centro del universo a parte de él, abrazar sin complejos a los sentimientos más desaforados, no tener miedo a intentar buscar la belleza, el miedo o lo sublime. Los Románticos cambiaron las reglas del juego en el arte de principios del siglo XIX, decidieron romper con el neoclasicismo y abrazaron sin miedo a la capacidad de sentir que posee el ser humano. Rebeldes, dandis, adoradores al final de lo místico y capaces de sentir en extremo e intentar que los espectadores de sus obras lo hicieran también, nosotros en el terreno de los videojuegos no nos salvamos de sus influencias. Romper con las reglas establecidas ¿Qué es un hombre contra una montaña? Ya hemos trazado puentes. P.D.

Subtractive Design Metroidvania: A style of game (2D or 3D) which often features exploration based gameplay where a player controlled character gains new abilities that allow them to progress. These games are often action adventure titles with re-traversal elements. They include a growth system that unlocks meaningful upgrades that are required for game completion. The name Metroidvania comes from mixing Metroid and Castlevania though there are other games which use the same foundational design philosophies. These titles include all of the Zelda games, Shadow Complex and Cave Story. There is really no significant difference in game structure between a Zelda game and a Metroid or SotN style Castlevania. The following series is intended for game makers who would like to take on the difficult task of creating a game within the Metroidvania genre. Planning a Metroidvania game can be a daunting task and there are a lot of pitfalls you can run into if you don’t plan correctly before starting development. 1. a.

Tower of Heaven Videojuegos y Sociedad Make character walk on walls defying gravity in a 2D Game Im usually make games in unity,but since I'm making a pure 2d game i tried working on stencil,but after weeks i think the visual programming system isn't enough to do what im trying,so i want to know if with unity its possible Im trying to make a game like lemmings,several characters walk from left to right and walk alongside the walls defying gravity,making their walk with waypoints would be easy,but the catch is that the scenery is destructible,the structures are like lego pieces and change all the time,so no invisible colliders,no waypoints,i need a way to make all the logic work just in the characters,maybe with ray cast in four directions and changing movement based on which ones collided ?

Apples in the Tree Otakufreaks

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