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878859 Posts in 32941 Topics- by 24349 Members - Latest Member: Ozymandias

May 22, 2013, 08:41:11 PM
TIGSource ForumsDeveloperFeedbackDevLogsThe Archer
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Author Topic: The Archer  (Read 154902 times)
Gabriel Verdon
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« Reply #1305 on: February 15, 2012, 05:04:09 PM »

DAY 303 - February 15, 2012

  • Working on a water arrow prototype level.

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Gabriel Verdon
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« Reply #1306 on: February 16, 2012, 07:03:28 PM »

DAY 304 - February 16, 2012

  • Added ledge grabbing.
  • Worked on tower level.
  • Figured how to make parallax backgrounds work with tile layers instead of the 7 built-in background layers, which opens the possibility for all sorts of awesome custom backgrounds.
  • Fixed a few bugs with parallax breaking when switching rooms.

« Last Edit: February 16, 2012, 08:36:25 PM by Gabriel Verdon » Logged

GCshepard
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« Reply #1307 on: February 16, 2012, 08:46:11 PM »

Ledge grabbing? Water arrows? Cool!
...Even though I have no idea what water arrows would do, other than cool any fire enemies down.

BTW, would you shooting those lantern-holding phantoms dowse out their lanterns? This could give some strategical shadow stealth action in some places, or just be interesting to see or give the enemy some behavior for if you do happen to dowse its lantern (running/going berserk are the standard two actions).
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Gabriel Verdon
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« Reply #1308 on: February 17, 2012, 08:40:02 PM »

DAY 305 - February 17, 2012

  • Added awesome mouse trail effect.
  • Blocked in some areas and added some tiles.

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Gabriel Verdon
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« Reply #1309 on: February 17, 2012, 09:35:06 PM »

DAY 306 - February 18, 2012

  • Remade the area from one of the early screenshots in it's actual place in the game world (for Anthony: it's on the top of Ragamuffin's tower).



Here is the old version for comparison:



The new version has the platforms further apart because the window size has gotten bigger, and also ledge-grabbing makes you able to jump further. I've also made the ambient light more green. I think I like the new one much more overall. The main character has also been through two iterations and definitely looks better.
« Last Edit: February 17, 2012, 10:44:15 PM by Gabriel Verdon » Logged

laxwolf
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« Reply #1310 on: February 17, 2012, 10:07:56 PM »

beautiful.
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Solo artist, modeler, designer, and programmer at 3dbitgames!
ANtY
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« Reply #1311 on: February 18, 2012, 01:18:25 AM »

Sadly I like the old version more, mainly cause of vibe
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SolarLune
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:1


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« Reply #1312 on: February 18, 2012, 08:31:16 AM »

Sadly I like the old version more, mainly cause of vibe

I think I do, too. I think it's because the old version felt 'darker' because the dark areas weren't green, and the close proximity makes it feel like there's more going on than there is.

EDIT: Still looks cool, though. Smiley
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jotapeh
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« Reply #1313 on: February 18, 2012, 10:08:07 AM »

Yeah, the old and new versions feel like very different moods.

They're both gorgeous though, just the grittier feel of the old version is.. special.
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Manuel Magalhães
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« Reply #1314 on: February 18, 2012, 10:23:25 AM »

I like both, but I prefer the older.
I like the grittiness.  Cool
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« Reply #1315 on: February 18, 2012, 10:36:21 AM »

As an actual set piece in a game, the new one is far better. But perhaps the lighting could be more towards orange?
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andrewjb
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srsly u guise.

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« Reply #1316 on: February 18, 2012, 10:47:52 AM »

The bottom one is better in general imo, but the archway and roof of the top platform in the top one is pretty damn cool.
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mokesmoe
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« Reply #1317 on: February 18, 2012, 11:13:49 AM »

Adding the rain in could help.
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BlueSweatshirt
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« Reply #1318 on: February 18, 2012, 12:50:57 PM »

Your new art style definitely feels more whimsical and fantastic in comparison.
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Gabriel Verdon
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« Reply #1319 on: February 18, 2012, 02:16:01 PM »

NOBODY UNDERSTANDS ME *slits wrists and remember it's down the river not across the bridge*
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