Just Another Update
This update comes with four new levels.
This level is just a small one demonstrating the fact that objects falling through a self connected frame block themselfs.
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Immovable objects can gather speed by going through a moving frame (duh). This level takes this to the extreme in so far that a pillar needs to gather a lot of speed by going through the same frame several times.
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This level connects a room with itself using two continuously rotation, gravity changing frames. The level is a bit disorienting, but I think there had to be at least one level with a big rotating, gravity changing frame.
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Here, two platforms must be moved upwards repeatedly, with the restriction that only on light is available.
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In terms of general improvements this update has these points to offer:
- I was made aware that the playability could be improved by increasing air-control (thanks to whoever used the feedback-button, really appreciated). Implementing a better air-control wasn't that much work. However, a problem resulting from this was that better air-control allows to jump around corners. Because of this, I had to go through all levels and make adjustments to avoid unintended short-cuts.
- A rather big improvement (certainly big in terms of implementation time) is a complete rework of, what I call, frame-occlusion-culling. The complete scene has to be rendered anew for every time one looks through a frame. Because of this it is crucial that the content in a frame is not rendered (is culled) if it cannot be seen through previously looked through frames. Previously, this culling was based on a rough approximation that can potentially lead to a lot of false positives (frame is rendered, despite it not being visible). The new frame-occlusion-culling is geometrically accurate, thus reducing the render time in some cases.
- The more precise frame-occlusion-culling is usefull. However, its real strength emerges from the fact that it allows to add "occlusion-culling-quads" to the scene. In other words, rectangles can be placed and the code knows that a frame doesn't need to be rendered if it is behind that quad. In some scenarios this can substantially reduce the render time.
The following bugs are fixed with this update:
- It turned out that the camera-look-speed actually depended on the frame rate. On the one hand it's quite embarassing to admit that after so many updates, such a bug was still present. On the other hand it might imply a stable frame-rate that I never became aware of this problem before.
- The animation, showing the connections between frames, sometimes flickered for one frame.
- The clipping, necessary to get the portal effect, did not work correctly, if there were more than eleven frames placed in one level.
Get Frame - Portals on Steroids
Frame - Portals on Steroids
Thinking with portals is easy. Now try thinking with frames.
Status | Released |
Author | MechanicsDriven |
Genre | Puzzle |
Tags | 3D, Abstract, DRM Free, First-Person, Gravity, mind-bending, non-eucledian, Physics, Singleplayer |
Languages | English |
Accessibility | Configurable controls, Interactive tutorial, Textless |
More posts
- GrabApr 06, 2024
- Minor StuffFeb 02, 2024
- A Bit Of This And ThatNov 04, 2023
- Negative Scaling DLC now availableSep 06, 2023
- Another Tiny UpdateAug 06, 2023
- DLC "Frame - Negative Scaling" now in Early AccessJul 31, 2023
- A Tiny UpdateJul 27, 2023
- Le FromageApr 15, 2023
- A Few Small ThingsFeb 05, 2023
- Post-Release Update 2Jan 25, 2023
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