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TIGSource ForumsCommunityJams & EventsCompetitions[2012] Yoshimi Vs. Face Punching Robots
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Author Topic: [2012] Yoshimi Vs. Face Punching Robots  (Read 5352 times)
mikejkelley
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« on: November 30, 2011, 11:27:14 AM »

Yoshimi Vs. Face Punching Robots!

Synopsis;
http://forums.tigsource.com/index.php?topic=22772.0

Art, characters;




Art, a map;



Objective;

In this map you must defend the Familiar Mart (now a critical resource of the mid-apocalypse) from an onslaught of robot saboteurs! The circa 80's robots are good at spotting patterns but bad at coping with creativity. Make sure you don't use the same attack twice in a row if you want to ramp up your combos and roll-back the robot rampage!

I need a few good coders to help me help Yoshimi defeat the face punching robots! Plz pm me if interested!
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J. R. Hill
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« Reply #1 on: November 30, 2011, 11:52:36 AM »

Quote
Like all indie games, our story begins with the zombie apocalypse... October 31st, 1986.

I like this already.

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Sensenmann
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« Reply #2 on: November 30, 2011, 08:22:18 PM »

I am amazed at your art. I just sat here a while staring at the girl spinkicking.
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Mikademus
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« Reply #3 on: December 01, 2011, 10:10:12 AM »

To be a total douche that can't suspend his disbelief I just need to interject that her kick might hurt a fly, but that's about it. Perhaps because people made out of elastic rubber aren't the right material for martial artists.
« Last Edit: December 02, 2011, 10:12:57 AM by Mikademus » Logged

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mikejkelley
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« Reply #4 on: December 01, 2011, 11:29:22 PM »


Dash anim.
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J. R. Hill
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« Reply #5 on: December 03, 2011, 12:08:19 AM »

Ok now that is terrific. Big Laff
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mikejkelley
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« Reply #6 on: December 03, 2011, 10:29:03 PM »

Thnx Sensenman, J. R. Hill!



'StacheBot is the only robot that actually does any face punching. This is the propane-powered model.
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mikejkelley
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« Reply #7 on: December 06, 2011, 11:37:50 PM »




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Theophilus
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« Reply #8 on: December 07, 2011, 03:02:53 PM »

im using japanese text in my game

i reserved it bro

its mine

i reserved the entire language already
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J. R. Hill
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« Reply #9 on: December 07, 2011, 03:36:15 PM »

But how else are we going to ROCK ON to the enemies?
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bjadams
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« Reply #10 on: December 11, 2011, 12:15:33 AM »

What platforms do you plan to release the game on?

Is it for mobile or desktops?

If it is for mobiles, I might be interested.

I am an iOS programmer, and I have my own 2d game engine.
The artwork looks very catchy. I like it!
Contact me privately if you're interested.

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mikejkelley
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« Reply #11 on: December 13, 2011, 10:14:05 PM »

Day.

Night. Don't know if the lighting on the night version is over-stylized, but here's that too...

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mikejkelley
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« Reply #12 on: December 14, 2011, 09:04:12 AM »

Here's an alternate version in which the outlines are muted. The characters should pop more against this background.

Here's an alternate version in which the outlines are darker but thinner.
« Last Edit: December 14, 2011, 09:15:21 AM by mikejkelley » Logged
Ant
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« Reply #13 on: December 14, 2011, 11:32:30 AM »

Looking mightly swell mike. Hand Thumbs Up LeftSmiley

Think I prefer the "darker but thinner" one myself. For the night you could try adding a thick border around the light circle with a 50% opacity so the difference in lighting feels a little less abrupt.
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mikejkelley
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« Reply #14 on: December 14, 2011, 08:22:00 PM »

Thnx, I'm leaning towards one of those two myself, I need to do some mock-ups w/ the characters overlaid to see which looks better. I'll probably gradient the alpha channel on the lights.
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mikejkelley
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« Reply #15 on: January 03, 2012, 07:58:01 PM »

It's not over until the world ends!

intro:
http://dreamcastersduel.com/intro/gameIntro1f.html
« Last Edit: January 03, 2012, 08:08:22 PM by mikejkelley » Logged
J. R. Hill
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« Reply #16 on: January 03, 2012, 09:35:04 PM »

Awesome!
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