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Totally awesome! This actually reminds me a lot more of Dan Paladin’s Castle Crashers videos ( http://devblog.thebehemoth.com/?cat=8 ) than David Hellman’s explanations… but anyway, I love all you indie guys who are willing to show us how you work and thanx for showing us the awesomeness that is the art in World of Goo!
That’s a fantastic video, quite neat.
I also just finished playing Kyle’s song on Audiosurf – I didn’t do fantastically (I’m Scorpi12 on there), but it got me thinking – is there going to be a soundtrack release of World of Goo? You know, so I can play it on Audiosurf and those old-fashioned radios.
That’s so sweet, I love this image in particular. Vector in Photoshop o_O, cool. I usually use Illustrator for all my vector arts, but I actually caught the “record-a-sped-up-video” bug a few weeks ago (from Dan doing his thing on the castle crashers blog) and put one to the tune of my Super-Pope hat for the dinos. Mike (our programmer) is due to put out one of him coding. Very informative ;) it will feature a Rick Rollin’ soundtrack.
Independent Games mit guter Grafik und überzeugender Physik…
Freitag der 13. – ein Glückstag, denn DigitaleWelten stellt eine Reihe lohnenswerter Computerspiele vor.
Heute geht es wieder um Independent Games, deren Faszinationskraft zum Teil von überzeugender Physiksimulation ausgeht. Darüberhinaus haben dies…
My guess is that the animated parts are “separated” from this background, animated as individual elements and put together with some level description file, like “this part goes on x=200, y=300”, and so on
game design, prototypes, and "dev blog" on the road to World of Goo