HOW DID YOU MADE THE BACKGROUND?? Like, the trees move realistically, and the sea too. How could you do this? It does seems like you just did them frame by frame, but same is for the animations of your most recent game, Infinite Tree Pinball, the way how the slimes move and stuffs... Its amazing! I also love the animations of the player character, they are well-made! They really got a evolution, they used to look like a green, rectangular blob on the jam version, but now they are a human (and a bald one as we can see). It reminds me of how Baba changed design in Baba Is You, where they used to look like a robot or alien, but on the remake, they were redesigned to a weird creature resembling a cat.
Thanks! The background images are rendered as a tile grid where the corner points are displaced using a scrolling noise texture. Layers that are closer (like the bushes in Autumn Forest) are displaced more, some are not displaced (like the tree trunks) and the sea only uses horizontal displacement. The slimes in Infinite Tree Pinball use a similar technique: they are rendered with points around a circle that are displaced based on a “jelly” physics simulation inspired by this technique: Physics of JellyCar: Soft Body Physics Explained
hello, i speedrun this game and i really enjoy it. however, i noticed that if you get a level time slower than your personal best, it defaults to "restart" instead of "continue". it's a minor nitpick but it's a bit tedious to have to press up every time to get to the next level opposed to just pressing enter/space. i sometimes accidentally reset the level when i intend to go the next level. it would also be faster to be able to spam the key lol. i do understand why it's like that though; for doing individual level runs, it is more convenient. anyways, very minor thing, just thought i'd give my thoughts on that. very fun game either way
Hi, thanks for playing and speedrunning the game, I had a lot of fun watching your runs! I initially added the timer since I wanted to have a leaderboard for "sum of best" time on the Newgrounds version but I didn't realize it would be annoying for full game runs. I think I'll change it to default to "continue" and make the "retry" key shortcut work in this menu. Ideally I should add an options menu for this game as well but I'd prefer to spend my dev time on new projects :)
Since I'm not familiar with speedrunning, do you think it would also be better to buffer menu inputs before the menu appears so that the run doesn't depend on who presses "continue" the fastest or do people like having to spam the key?
i was actually going to suggest that exact idea. allow the R key to work in the menu and default it to continue. so i think that'd be perfect. also i totally understand wanting to focus on new projects haha, i appreciate the response
as for buffering inputs, i do think that's usually preferable to spamming, at least from my perspective. buffering just makes it consistently fast
Thanks for your feedback! I just uploaded version 1.1.2 with these changes, I also made it possible to retry a level during the gem transition for single level runs.
When playing on a browser, if you only move using the mouse and spacebar/shift, the speedrun timer never starts. This means you can get a speedrun time of 0:00.0
This is true for all the levels, not just level 9.
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HOW DID YOU MADE THE BACKGROUND?? Like, the trees move realistically, and the sea too. How could you do this? It does seems like you just did them frame by frame, but same is for the animations of your most recent game, Infinite Tree Pinball, the way how the slimes move and stuffs... Its amazing! I also love the animations of the player character, they are well-made! They really got a evolution, they used to look like a green, rectangular blob on the jam version, but now they are a human (and a bald one as we can see). It reminds me of how Baba changed design in Baba Is You, where they used to look like a robot or alien, but on the remake, they were redesigned to a weird creature resembling a cat.
Thanks! The background images are rendered as a tile grid where the corner points are displaced using a scrolling noise texture. Layers that are closer (like the bushes in Autumn Forest) are displaced more, some are not displaced (like the tree trunks) and the sea only uses horizontal displacement. The slimes in Infinite Tree Pinball use a similar technique: they are rendered with points around a circle that are displaced based on a “jelly” physics simulation inspired by this technique: Physics of JellyCar: Soft Body Physics Explained
Beautiful game! I love it.
hello, i speedrun this game and i really enjoy it. however, i noticed that if you get a level time slower than your personal best, it defaults to "restart" instead of "continue". it's a minor nitpick but it's a bit tedious to have to press up every time to get to the next level opposed to just pressing enter/space. i sometimes accidentally reset the level when i intend to go the next level. it would also be faster to be able to spam the key lol. i do understand why it's like that though; for doing individual level runs, it is more convenient. anyways, very minor thing, just thought i'd give my thoughts on that. very fun game either way
Hi, thanks for playing and speedrunning the game, I had a lot of fun watching your runs! I initially added the timer since I wanted to have a leaderboard for "sum of best" time on the Newgrounds version but I didn't realize it would be annoying for full game runs. I think I'll change it to default to "continue" and make the "retry" key shortcut work in this menu. Ideally I should add an options menu for this game as well but I'd prefer to spend my dev time on new projects :)
Since I'm not familiar with speedrunning, do you think it would also be better to buffer menu inputs before the menu appears so that the run doesn't depend on who presses "continue" the fastest or do people like having to spam the key?
i was actually going to suggest that exact idea. allow the R key to work in the menu and default it to continue. so i think that'd be perfect. also i totally understand wanting to focus on new projects haha, i appreciate the response
as for buffering inputs, i do think that's usually preferable to spamming, at least from my perspective. buffering just makes it consistently fast
Thanks for your feedback! I just uploaded version 1.1.2 with these changes, I also made it possible to retry a level during the gem transition for single level runs.
awesome! it's perfect :)
Found a bug:
When playing on a browser, if you only move using the mouse and spacebar/shift, the speedrun timer never starts. This means you can get a speedrun time of 0:00.0
This is true for all the levels, not just level 9.
this is version 1.1.0
Thanks for the bug report! This should be fixed now.
Awesome! glad I could help improve an already great game! :D
Ótimo jogo, achei um bug no level 5
aperta r ué