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Chaos Walker

TSS Member
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About Chaos Walker

  • Rank
    OMG I LOVE KITTENS
  • Birthday 04/16/1993

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    Male

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  1. Happy Vaginal Exit Day!

  2. Happy Birthday!

  3. Oh gawd, yes. Another developer friendly system to take advantage of in the future. The game industry just keeps getting kinder and kinder to indie developers.
  4. Chaos Walker

    Top Down Games

    Any recomendations? I've never played ANY of those games, and it's quite a large series if I remember correctly. A vertical shooter with Adventure elements. Imagine this: With This: The level scrolls upwards, while the character interacts with the environment to progress. Unlike link though, you dispatch enemies with flurries of shots, meanwhile dodging their own bullet curtains. It's an odd blurring of genres that will take a lot of work to get them to work together, but I have plenty of time to work on it while I finish off my G.E. Between different examples I see that I have choices with how I want to handle the perspective. I didn't really plan it out at first (which is why I'm redoing all the art now.) but I like the sort of 3/4 or 4/5 view here. It's more interesting than directly overhead, though Zelda gives an interesting option of purposely being inconsistent with the perspective when it comes to floors, walls, and characters, just so you can see more things from better angles.
  5. Chaos Walker

    Top Down Games

    Well, it'd have to happen eventually. :I After working on a couple tabletop/board games, I'm now working on designing an ios/Android phone game, and the art (which I'm drawing myself) has been giving me quite some trouble. And so, I'd like to know if anyone has any suggestions of good looking 2D games with a top-down perspective I want some references to help me out. For example, I first thought of the Legend of Zelda games: All help is appreciated, thanks. :3
  6. Chaos Walker

    Classic analysis site

    @ Palas/ Hella Jeff YEEEEEEUPS. That's the one. It's the site that got me into game design. Ah, memories~. Thanks alot. 83
  7. Chaos Walker

    Classic analysis site

    m, no not Zone 0. That was more of a walkthrough site, and it's great at what it does, but.... The site I'm looking for was not so much a reference site as it was a breakdown and study of elements.
  8. Chaos Walker

    Classic analysis site

    A few years ago I found a website that listed and analyzed the elements of the classic sonic games that made them such good games. That was ALL the site was about if I remember correctly. Does this sound familiar to anyone? I've tried googling around for it, but my search results don't bring up anything remotely close. EDIT: Site has been found. Thanks for all the help!
  9. Happy Birthday! =D

  10. Chaos Walker

    Sloping Level Design in 3d: How do?

    Thoughts?
  11. Chaos Walker

    Sloping Level Design in 3d: How do?

    Unless the game is like "Sonic Runs Faster Unleashed", I think it should be fine. If we think back to the days before SRFU, the pace used to be alot slower (though faster than most other platformers). Having the camera back up, or pan around a little when entering a section of level that prefers it won't throw you around too bad. EDIT:And Unleashed-on seems to prove that even at top speeds, if the game intends to devote to a massively different camera angle for a while, it doesn't hurt your brain.
  12. Chaos Walker

    Sloping Level Design in 3d: How do?

    Metroid Prime... that's about as close as you can get to direct translation. The camera backs up and adjusts, something I think it's going to have to do alot for Sonic. Alot of areas would have to be viewed from juuuust the right angle to make the best use of them. EDIT: Jump to 5:50
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