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Project: Splotches
Project Started: 14th August, 2008 Last Update: 4th January, 2022
Project Owner: OMC Project Members:
Project Type: Puzzle Project Progress:
More Info: http://www.splotchesgame.com Faves: 16

A DOWNLOAD??? OO ***UPDATE***
Posted 24th Jan 10, by OMC  
Don't get your hopes too high.

I have some portals. Portals which I would like you to look at. While it's fairly obvious which ones are mine (Don't make fun, please. ) and which ones are those by the helpful Rox Flame, I'll keep them anonymous just to have the survey be even.

http://jollycrouton.com/Splotches_Dev/Portaltest.exe

You can vote by sharing the number of your favorite set. Spread the splotch by clicking on it. The red portals pull in, the blue ones push out. (The first set's animations are backwards. That's my fault. )

Suggestions and ideas are just as welcome as votes!

UPDATE: After fiddling with it some more this afternoon, I think I've settled on an effect I like that doesn't just use the static particles. Redownload the file to check it out, and thanks to all who commented! Feedback still (and always) appreciated.

UPDATE 2: Took the example down. (and actually changed the effect once more) You'll have to wait for the next download! The portals have been completely set up.
Preview

Preview


Posted by Jon Lambert 25th January, 2010

1 or 9, but they ought to look more like paint and make the tunnel look like it fits the board.
 
Posted by OMC 25th January, 2010

Fit the board? Do you mean a minor change or a complete redo of the style?
 
Posted by alastair john jack 25th January, 2010

I like 9 the best.
 
Posted by W3R3W00F 25th January, 2010

1, 9, 10. But I think 9's my favorite.
 
Posted by Jon Lambert 25th January, 2010

I mean fit the board so it looks less like a wire frame of a black hole and more like an indent in an actual game board.
 
Posted by Spitznagl 25th January, 2010

I personally think that the fifth would be the best if it had less reflection and would run at a slow constant speed, more like paint dripping through a funnel.

I like the animation of #4 and #7 to, but the angle of the bases looks wrong, even though it's the same as the brush.
 
Posted by OMC 25th January, 2010

Thank you all for you input! I have a few more that I'm going to put up tomorrow to show you. (Don't let that keep you from commenting now, though!)
 
Posted by lembi2001 25th January, 2010

tbh any of the tunnel ones look cool. i think they would be better if they used some of the boards colours (at least at the entrance) in the animation.
 
Posted by OMC 25th January, 2010

Hmm... I think the final version I picked is a little less stark-black and has a bit more of a gradient from the tan to the dark. I'll see if I can make it even better, but I spent a lot of time last evening fiddling with that already.

Thanks for the comment!
 
Posted by Sumo148 25th January, 2010

Seriously though, I like number 5. Numbers 1-3 and 9 look really cool, but it doesn't really fit with the style of the other art. Numbers 4 and 7 have a different perspective

Number five looks like sleek paint.
 
Posted by OMC 25th January, 2010

Hmm... the thing with number 5 is that I've had several people tell me it's too distracting. When I made it ages ago, I made a less-shiny version too, but it really didn't turn out well. :\ Unless Rox wants to try to recreate it, it probably won't work.
 
Posted by Jon Lambert 25th January, 2010

I think it's odd that the blue portal ejects and yet the splotch can sit right on top of it. That's an idea, different sizes of splotches. A mode where spreading a splotch actually breaks it up into smaller splotches until it isn't big enough to spread and you can combine splotches by spreading small ones together. That might be a bit complicated though...
 
Posted by OMC 25th January, 2010

An interesting one. I'll see if I can come up with a working prototype later. I'm still considering doing multiple modes like PopCap did with Chuzzle.
 
Posted by UrbanMonk 26th January, 2010

I think if you are going to make the splotch sitting on top of the portal after the "transfer" is complete then you should also make the portals close up afterwards.

Unless you plan some sort of puzzle that requires them to stay open.
 
Posted by OMC 26th January, 2010

I think that's fine the way it is.
 
Posted by Rox Flame 26th January, 2010

Hey OMC, I'm liking the latest one I know i technically shouldn't be "voting" on these but its a nice variation you've done there.
 
Posted by OMC 26th January, 2010

Nonsense, your opinion is just as important! I think we'll stick with it for now, and if we come up with something better later, we can always use it!
 
Posted by UrbanMonk 26th January, 2010

Sooo, do you also want the portals to be animated in the editor?

I'm going to replace the old graphics with the new ones this weekend if I can.
 
Posted by OMC 26th January, 2010

Might as well, I guess. Just a matter of copying the code group that creates the particles over the portal active. I could probably do the replacing. Less time, you know.

I'm actually considering changing the final one again, because without the static particle animation, someone told me it was easier to tell what they were.
Comment edited by OldManClayton on 1/26/2010
 
Posted by UrbanMonk 26th January, 2010

The less actives you use the better. It's already straining with the current combination of particle effects, and soon, scrolling.

I've been compiling it in HWA mode because it runs better.

You should make the extra effects optional. Have a graphics quality slider or something.

Seeing your work on the project inspires me.
 
Posted by OMC 26th January, 2010

It was decided long ago that HWA was going to be absolutely necessary. The game probably wouldn't work out so well without the effects.

If you can come up with a better looking teleporter that uses fewer objects, I'm all eyes.
 


 



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