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April 19, 2024, 10:09:08 PM

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TIGSource ForumsCommunityDevLogsMoonQuest
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Thecoolestnerdguy
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« Reply #1160 on: November 19, 2012, 06:46:10 AM »

Update: Added the climb anim and logic into the game. It looks kinda Giggle but is here to stay until I review all the animation stuff.

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LOL!
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eigenbom
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« Reply #1161 on: November 19, 2012, 08:35:44 PM »

Update: added a flash to a block when it gets hit for feedback. added inpenetrable block-type "indestructium" (see bottom of img). disabled tinting of blocks. can climb vines now, see mm hanging around below.

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kleiba
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« Reply #1162 on: November 19, 2012, 10:37:29 PM »

The mm looks much better hanging than climbing. :-)
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eigenbom
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« Reply #1163 on: November 20, 2012, 06:39:26 PM »

@kleiba i agree Concerned

an in-game menu appears, complete with submenus, highlighting and label toggling!
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kleiba
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« Reply #1164 on: November 20, 2012, 09:38:18 PM »

@kleiba i agree Concerned

an in-game menu appears, complete with submenus, highlighting and label toggling!

Sweet! :-)

I think one thing that makes the climbing animation look a bit strange is that you see his back, but also his face, and almost from a fully frontal point of view. Another thing is that his posture is kind of soggy while when he's standing he looks so tall and lean. That seems somewhat inconsistent.
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eigenbom
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« Reply #1165 on: November 20, 2012, 10:47:50 PM »

@kleiba: thx a bunch dude, i'll jot that down for when i revise it. :D

today i did a few things, but i spent some time doing a mockup of a different rendering style... the main change here is accentuating the boundary between parts/blocks/things, making the walkable region more clear, and giving a bit more colour variation within a sprite ... i think it looks pretty cool, but .. thoughts anyone?

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happymonster
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« Reply #1166 on: November 21, 2012, 12:32:18 AM »

I quite like that, although I think it would look even better if you added a shadow effect in one direction from the foreground bricks and ladder onto the background wall.
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Thecoolestnerdguy
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« Reply #1167 on: November 21, 2012, 05:02:00 AM »

I disliked the boundary between the parts of MM body, loved everything else.
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rek
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« Reply #1168 on: November 21, 2012, 07:49:45 AM »

I think it makes sense and looks great in the environment, but not on character sprites like that.

Those spikey things make me curious to see MM's damage reaction and death animation.
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gimymblert
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« Reply #1169 on: November 21, 2012, 07:50:59 AM »

Everytimes I see this game I found the graphics so amazingly clever
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eigenbom
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« Reply #1170 on: November 21, 2012, 12:59:10 PM »

cheers guys, thx, it's really awesome to still be getting good feedback a year into development. Smiley

@hm I'll look into it!
@rek haha, they are meant to be cobwebs, awww... Concerned
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eigenbom
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« Reply #1171 on: November 21, 2012, 05:41:56 PM »

whoops..


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SolarLune
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« Reply #1172 on: November 21, 2012, 05:53:02 PM »

Hah, playing with the framebuffer. Nice.
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eigenbom
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« Reply #1173 on: November 21, 2012, 06:02:48 PM »

you know it! Wink

first steps towards fancypants rendering..
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eigenbom
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« Reply #1174 on: November 21, 2012, 06:18:56 PM »



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Shocked Shocked Shocked Shocked Shocked Shocked Shocked Shocked
Shocked Shocked Shocked Shocked Shocked Shocked Shocked Shocked
Shocked Shocked Shocked Shocked Shocked Shocked Shocked Shocked
Shocked Shocked Shocked Shocked Shocked Shocked Shocked Shocked
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Ashkin
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« Reply #1175 on: November 21, 2012, 06:26:46 PM »

Good to see you're having fun in here Cheesy
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eigenbom
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« Reply #1176 on: November 21, 2012, 06:29:11 PM »

La la lala .. yeh I am actually. Feels like I'm playing with code, instead of just working, for once.

 Cheesy Grin Epileptic Kiss WTF Tears of Joy Corny Laugh Wizard Evil
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eigenbom
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« Reply #1177 on: November 21, 2012, 08:18:58 PM »

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eigenbom
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« Reply #1178 on: November 21, 2012, 09:25:06 PM »

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happymonster
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« Reply #1179 on: November 22, 2012, 12:02:51 AM »

I quite like the one with the black outlines and the last one with the lighting effect.. Smiley
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