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TIGSource ForumsCommunityDevLogsJack the Reaper
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vigaman
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« Reply #1260 on: August 15, 2015, 12:30:23 PM »

Man, this game has been in development for so long...it's nice to see that it's about to be completed. I really like the quirky personality this game have. I guess it's due to the 80-90s anime inspired look. Also this game is unforgiving sometimes. If the stiff controls are intentional, I guess this one of those things where landing position is one of the key things in this game.  Smiley

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banannaman
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« Reply #1261 on: August 16, 2015, 02:06:05 AM »

I glitched into the ceiling again in the same level later, I can pause out but I put myself into a situation I couldn't get out of by normal means. no idea if you know about this problem or anything but I thought it might be important to you.

edit:got a second partner, I'm pretty stoked, your secrets rock man.
« Last Edit: August 16, 2015, 02:14:29 AM by banannaman » Logged
Thomas Finch
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« Reply #1262 on: August 16, 2015, 04:39:02 PM »

I finally got a chance to download the demo and play a bit. I'm extremely impressed. It was really fun and I plan on playing more. Smiley
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ernanir
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« Reply #1263 on: August 16, 2015, 06:58:19 PM »

I finally got a chance to download the demo and play a bit. I'm extremely impressed. It was really fun and I plan on playing more. Smiley

link please
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Raku
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« Reply #1264 on: August 16, 2015, 09:46:24 PM »

@banannaman, oof! I simply forgot to put any walls above the screen top there, for some reason. Fixed it in both of the places mentioned.

@vigaman, thank you! The game is definitely unforgiving, and the controls are meant to be stiff/accurate, yeah. When you press right, you move right, when you release right, you stop moving right.

@Thomas Finch, thank you Im glad you like it so far!

@ernanir, very first post of this thread always has the most up-to-date link for the demo download
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Raku
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« Reply #1265 on: August 27, 2015, 07:35:31 PM »



Sorry for not updating in a while, here is a new enemy I made. I've also been working a lot more on fixing and refining everything that was pointed out so far, Also something that will add another layer to the full game.
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NinjAttack81
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« Reply #1266 on: August 28, 2015, 07:42:40 AM »

Ahh, love this one!  Looks like quite the fighter!  I can almost hear a wicked arcadey rocketing noise coming from that jump attack!

And no worries on your absence!  You're doing your thing!  You have our support!

Exclamation marks!
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Raku
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« Reply #1267 on: September 01, 2015, 08:56:15 PM »


the shopkeeper looks much better now, gave him a full makeover
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surt
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« Reply #1268 on: September 01, 2015, 10:56:24 PM »

The halo looks like it is using alpha blending rather than additive blending, which just looks wrong.
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Raku
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« Reply #1269 on: September 01, 2015, 11:47:32 PM »

Hm, that's because it's definitely using alpha blending. Is additive blending possible in gamemaker?
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banannaman
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« Reply #1270 on: September 02, 2015, 05:29:48 AM »

i never realized that the shopkeeper was supposed to be male, looks good though Smiley thanks for keeping us updated.
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surt
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« Reply #1271 on: September 02, 2015, 11:25:04 AM »

Hm, that's because it's definitely using alpha blending. Is additive blending possible in gamemaker?
This and this would suggest so.
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Raku
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« Reply #1272 on: September 02, 2015, 07:46:52 PM »

Hm, that seems to be something for Gamemaker Studio, which I don't have. Im using Gamemaker 8.0Pro
I realized I can still do it though by just faking it.
I took the halo sprite and brought it into an image editor program, put the backdrop behind the sprite and edited it to use additive shading (seperated each color into its own layer so I can control how it fades out when it radiates)

So, now instead of having a transparent sprite, it's actually painted onto the backdrop. And since his head never moves from that spot, it shouldnt cause any problems and will still look like glowing. (but still a separate sprite just so I can keep the background clean just in case)

Does this look better now?

old -> new
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Raku
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« Reply #1273 on: September 07, 2015, 01:46:11 AM »

final stage enemy
very rare enemy

two new enemies I made up today. I'm happy with these designs
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banannaman
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« Reply #1274 on: September 07, 2015, 08:44:24 AM »

ooh, I'm excited to learn what very rare means.
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Raku
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« Reply #1275 on: September 08, 2015, 10:13:59 PM »




rare means it'll give a rare ability, and you might not ever see the enemy itself!
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i.i
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« Reply #1276 on: September 09, 2015, 10:41:59 PM »

Man, I stumbled onto this from the pixel art thread.
This game is great, it kinda reminds me of Gunstar Heroes.

Is this coming out on steam, what's the release eta?
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Raku
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« Reply #1277 on: September 10, 2015, 03:02:08 PM »

Ah thanks! Gunstar Heroes was one of the inspirations!
No steam. And no release eta either, I'm just working on it whenever I have time.

some sprites Ive been making, cant say what for
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banannaman
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« Reply #1278 on: September 10, 2015, 03:47:32 PM »

loving these animation frames so far, also stoked for the new ability. was wondering how that'd show up.
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Floko
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« Reply #1279 on: September 10, 2015, 05:46:39 PM »

This looks very good! I'll even come back to check out more of it later as reference to my own game that also presents cute and cuddly creatures in colorful environments, haha Tongue
I really liked the gameplay, but the tutorial bothered me a bit. The first few levels already teach me how to play with those short cutscenes and such, I think that not having that tutorial scene on the final version of the game wouldn't actually be a problem. The mechanics are very tight, the character controls well and it's a very straight forward and fun experience, I like it Smiley
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