World of Goo is, along with Crayon Physics Deluxe, one of the two Independent Game Finalists born of the principles of the Experimental Gameplay Project. See - fanboyism from a bloody splash screen. Hell, I was smiling from the second the developer's "2D Boy" logo splashed itself on the screen with agreeably brash confidence. Older readers will remember that first time: the absolute sense of wonder in mass of suicidal rodents, the wit of the animation, the sheer chaos that resulted from failing (or even, often, succeeding), the instant impression of being presented with something absolutely coherent and joyous. It's as instantly charismatic a character-lead puzzle game I've played since the first Lemmings way back in the days of the Amiga. World of Goo is about sticking Goo together. Thank the Lord of Eurogamer that I get to tell you lot about it, as otherwise it'd be straightjacket time. Except it was after 1am and no-one was awake, so I just paced and growled and generally acted as if someone had put a bunch of termites inside my head, and I had no way of getting them out. Having played through the preview code of this, the first twenty percent of the full game, I found myself desperately looking around for someone to tell about the thing. First up, an exclusive look at 2D Boy's World of Goo. So we thought we'd put that right, with a few hands-on previews of the best the IGF has to offer. And yet we don't celebrate them half as much. Around the same time, we also get to visit the Independent Games Festival, where the best indie devs in the world gather to show off. To control the cursor, you can use either the mouse, or a gamepad.Towards the end of February, San Francisco hosts the Game Developers Conference, where you can spend the morning listening to someone talk about visual storytelling and the afternoon watching people argue about font rendering. Most properties are also modifiable using the keyboard at runtime, so you can experiment with different values. TrailNodeMass – specifies the mass of each node.TrailDamping – controls the damping factor that affects the velocity of the trail nodes.A lower value will cause the cursor to have a longer trails A higher value causes the springs to be stiffer, so the cursor will have a shorter elongation. TrailStiffness – controls the stiffness of the springs between trail nodes.BorderSize – size (in pixels) of the border around the cursor.BorderColor – the color used for the border of the cursor.FillColor – the color used for the inside area of the cursor.LerpExponent – controls how the transition from the StartScale to the EndScale is done.EndScale – the scale of the ending node in the cursor’s trail.StartScale – the scale of the starting node in the cursor’s trail.There are several properties of this class that control how the cursor looks and behaves. To add a cursor to your game, you simply add a cursor instance to your Components list.īy default, the cursor is made to look similar to the one in World of Goo, but I also provided plenty of customization points. This is a DrawableGameComponent the handles the updating and drawing of the cursor. The most important element of the sample is the Cursor class. Replicated Feature: The shape and behavior of the mouse cursor
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