unkownmyriad
Jungle Girl
- Joined
- Mar 18, 2017
- Messages
- 228
- Reputation score
- 82
It's always an engineer.
[URL='https://itch.io/b/597/the-pay-what-you-want-adult-action-games-free-demo-bundle'][IMG width="250px"]https://i.imgur.com/MYtrpHv.png[/IMG][/URL]
https://itch.io/b/597/the-pay-what-you-want-adult-action-games-free-demo-bundle
Here's a quote from the debug discord.Just asking this because I didn't see it in the patch notes, did you fix the glitch with the voice effects?
Even Doom 2016 has it. You'll notice it when you fall off an edge, then suddenly jump. Once you know, it's hard not to notice everywhere.This is the first time i've heard of the term "coyote timer", though i know of the mechanic, it's necessity, and how it's absence is a contributing factor to many a platformer's problems. Glad to see that added, i was having quite a bit of rough jumping in the elevator area and was getting frustrated with that specifically. Now i know what to call it in other games.
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Thank you, once again!Alright, the poll should be straightened out now.
I don't usually comment, but I have to say that I think I'm almost the exact opposite.Personally really enjoy in-game sprites. Mostly because it is so closely tied to the gameplay. Once the animation is done, I'm right back to the game.
On the other hand, static/animated CGs are a separate interaction (usually little to no interaction) Once the CG is done, it usually pushes you right back to the start / last checkpoint. It's a weird, conflicting feeling. You're rewarded as a player with the CG, but also punished by going back to where you last started.