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1821
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Feedback / Finished / Re: Anodyne - 2D zelda-like (Vote on Greenlight! And trailer!)
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on: September 02, 2012, 04:15:34 PM
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Ewww. I've been working on music, and some infrastructure for sounds and music. Gotten a bit done - I think I have ~6? areas left to get started with. I also redid the player animation code, and it's about 100% more awesome, and will let us be a little more flexible with animations (thank GOD). Other than that, bugfixes, random stuff. Progress! Here's a picture, a OLD vs NEW of a dungeon. It looks quite swell.  I'll leave you with this, which is the song for the trailer I put up last week, recently uploaded it to Soundcloud. http://soundcloud.com/seagaia/anodyne-trailer-1-song
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1823
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Feedback / DevLogs / Re: Screenshot Saturday
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on: September 01, 2012, 07:51:52 AM
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 Added a little tutorial to my adventure-platformer, The Wanderer. Not a lot to show yet, as it's still early in development. I think the palette looks great, keep it up.
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1824
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Player / General / Re: The Artist, Programmer, and Musician Ratio
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on: August 31, 2012, 11:51:31 PM
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I specialize in programming and music, although I've really only gotten into programming since the start of 2011. Been doing music all my life (playing instruments, arrangements), but not writing stuff seriously with DAWs/trackers until early 2011 as well.
I can half-ass art enough for prototypes, and it's something I like doing, and would like to learn more about, but I'm busy doing the above.
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1825
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Feedback / Finished / Re: Anodyne - 2D zelda-like (Vote on Greenlight! And trailer!)
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on: August 31, 2012, 02:38:11 PM
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Greenlight yesterday was a bit crazy. I ended up deciding to make a sort-of-demo that I'm not releasing publically (our next public demo will be full-featured - the polished menus, SFX, missing intermediate areas). That led to me fixing a bunch of bugs and adding features to the game state where the camera pans around with the player.
Other than that, in the past few days..it's really been a lot of misc. work on my part - yucky, sort of boring infrastructure that just has to be done, bugfixes that make the game better but no one will notice, etc.
As for Jon, he finished a bunch of cool boss animations, and now he's polishing up a bunch of dungeons.
I'm going to focus on SFX and music for a while, and then when Jon finishes the dungeon polish we're going to work on story and intermediate intro areas between places that have been in the demos.
I'll try to have some screenshots tomorrow...
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1828
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Developer / Business / Re: Steam Greenlight announced
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on: August 31, 2012, 12:07:31 AM
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haha, that's true. I'm sure things will get a bit clearer when the leaders emerge. Currently it looks like Project Zomboid and Slender: Source are way out in front. Yeah, in terms of overall popularity. Zomboid has a gigantic following and I think Slender is related to the steam community in some way. I'm interested to see how Valve handles the rest of the games.
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1829
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Developer / Business / Re: Steam Greenlight announced
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on: August 30, 2012, 10:23:50 PM
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i find it unlikely that they'd be able to pay a guy a wage just to read comments random greenlight games. they are rich but not *that* rich
yeah  i mean, whatever. I think greenlight is a step forward at least. will be fun to see how it goes.
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1831
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Developer / Business / Re: Steam Greenlight announced
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on: August 30, 2012, 09:53:52 PM
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Somehow I don't imagine people browsing around greelight to discover games, it gets really boring to browse around after a while. What I imagine is developers directing fans to the greenlight page and gaming journalists "choosing" what games people should be voting on. In the end, probably nothing will change, the games that should go on Steam, will continue to go on Steam, but this will create a problem that games that can be a jewel that don't have a fan base, will never get their feet in there  Maybe Steam will read some of the comments in some games' pages and use that for picking more niche or unpopular things that would still do well? Some are pretty thoughtful and very positive. ...or not...
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1833
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Developer / Design / Re: What Makes Good Boss Design?
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on: August 30, 2012, 03:00:13 PM
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So I think what this topic taught me is that good boss design is completely subjective and hard to nail down.  No, not really. What everyone is saying is that what makes a boss unfun is when they're padded out in ways that waste the player's time. Whether that's with weighty unskippable cutscenes, excessive health, fake difficulty, or forced waiting, they're all time-wasting mechanics that do not meaningfully challenge the player. Individuals might more tolerant of some time-wastes than others, but there's definitely a common thread. A good boss is a lean one. Cut the padding. It's pretty easy to see the bad with a lot of game things. If you avoid enough of them, you can usually do a decent job, and then you learn even more for the next time.
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1836
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Developer / Creative / Re: help, im new :D
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on: August 30, 2012, 07:59:06 AM
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how much programming do you know? If you have like, a year's worth of school knowledge about Java or some other object-oriented programming language, then you can figure out how to use FlashPunk or Flixel, which are Actionscript 3 game frameworks.
Although if you're strictly into wanting to learn how to make small game prototypes, one of the aforementioned tools is probably best.
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1837
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Feedback / DevLogs / Re: #POWERSOFTEN
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on: August 30, 2012, 06:56:04 AM
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I always get the urge to buy a computer with better graphics hardware when looking at your stuff, eddie. looking sweet.
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1839
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Feedback / DevLogs / Re: Stitchy!
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on: August 29, 2012, 10:09:32 AM
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controls took me a while to figure out but they worked well once i did figure them out! are interactive objects going to be a thing with this game? It'll be a nice game for the iPad, I'm sure.
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