#Gameplay Objects 3
23 messages · Page 1 of 1 (latest)
could you explain a little how your gamemodes are functionnal on each part?
Not really sure what you mean by that, can you explain?
what I mean is how did you use the gamemodes properties in each part? (like air control for example)
Ok got it
So yeah in the UFO you mostly click once every beat, and I varied the placement of spikes and utilized gravity portals to make it more interesting
And since you don’t align on a platform, you need to get a sense of the icon’s trajectory
So it’s more “skill-based” in a sense
Although there is a clear click pattern
And the gravity portals also kinda work like green orbs
And for the robot, I used the fact that you can jump different heights to match the feel of the music
Also the fact that you can slam your head into a slope lol
And I used the size portals mostly for visual music sync, it doesn’t affect the gameplay very much
And the movement in the ship is very free but you generally have to go up and down to avoid the pillars
The mirror portals make up a decent part of the difficulty in that part
But are also part of the music sync (I tried)
And in the wave I used slopes because they require the same kind of movement that wave has
And I used the dual portals to make it look cool but also to switch gravity
@carmine notch is that good?
@mint marlin
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