On And On It Goes


OK, this is actually a rather big update, so lets get right to it.

First I want to thank NestedBugs for showing a bit of Frame on his stream. It was a fun experience seeing my game being presented that way. It also taught me that a logic-based puzzle game that requires full attention is not the best choice for a streamer who tries to interact with his chat. Though, that is a lesson probably knew to absolutely no-one but me...

Then there are six new levels.

This is the first level that requires the combined usage of the paint gun and gravity changing frames.


Here a falling frame must be used to make a catapult out of a "static" cube. I like this level because it uses frames in a way that would work in no other game.

In this level objects must be placed when being big, such that certain points can be reached when you are small. The level utilizes quite a big scaling difference between objects thus indicating the potential of the size-change mechanic.

Given three frames the process of increasing the size of a frame by putting it through another frame can be repeated to (theoretically) give arbitrarily large frames. This level is quite a challenge for the stability of the physics simulation, but I think it is stable enough to be fun for the player.

Here several frames must be moved through each other to extend their reach.
It is also the first level to combine translational and rotational modifiers in one object. A fact that will need to change in the future since that concept deserves its own levels.

In this level the light gun must be used to kind of juggle a cube to gain more and more "height".

Bug-fixes and improvements weren't neglected, either:

  • Adjustment in level "Toppling" for the introduction of the "black dot" indicating objects that are fixed in place. I think it still needed to be more obvious. 
  • The black dot and arrows flicker at a higher frequency, to increase likeliness of people acknowledging their existence.
  • Previously objects inside frames could collide with the frame that object was entering and the one it was coming out of. That could lead to really weird behavior, like frames flying around. The new implementation decides whether an object inside a frame collides with that frame based on the position of the collision. This is more stable and easier for the player to understand. 
  • Added a frame in level "Keep Things in Order". That frame allows to see the "marbles" rolling down from everywhere. 
  • For technical reasons I had to scale the inertia of objects manually when changing their size via frames. That scaling was actually incorrect which could lead to glitchy physics if the scaling-factor was large.
  • The maximal falling speed allowed for objects is now scaled with the size-change of an objects. Without that the physics-behavior was inconsistent when changing the size of objects. 
  • The render-position of objects is now based on interpolation instead of extrapolation. Extrapolation could cause flickering of objects going through a frame (for technical reasons).
  • Slight change to the introduction of the show-connection-between-two-frames-mechanic in level "Reveal The Curtain". I hope it's easier to understand, now.
  • Adjustments in level "One Step Forward" to increase the reliability of the intended solution.
  • In some cases the distance between object and a frame was calculated incorrectly. This could lead to unwanted collisions with frames behind frames. It is kind of amazing that at this point there are still scenarios so obscure that they never caused problems before.
  • I improved the uv-mapping of the frames. With this it works to make the frame-blending-animation dependent on uv's instead of screen-space.

Get Frame - Portals on Steroids

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