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TIGSource ForumsCommunityDevLogsElysis (Topdown Action Adventure)
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Author Topic: Elysis (Topdown Action Adventure)  (Read 95137 times)
Fervir
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« Reply #320 on: January 27, 2015, 10:35:56 PM »



A couple of new things about enemies in this webm.

I'm starting to get enemies that are a bit more complex.

Passives for enemies that can be applied to all existing enemies
Orbiting things that shoot lasers
Rotating eyes that shoot lasers
Ability to release poison spores somewhat constantly
"Follow Me" : Enemies marked with this passive will have other enemies prioritize following them.
"Protector" : Enemies marked with this will follow its targets until they're gone, then resume their normal movement behaviors.
Self destruct : Whenever enemies touch the player, they explode. Doesn't trigger while they're in the air. Also triggers on death.

I've also added a few new enemy types that I'll keep a secret for now.
I think I'm at 31 different enemies / bosses now.
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Low_Chance
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« Reply #321 on: January 28, 2015, 06:28:40 AM »

Elysis continues to look really promising and awesome. Liked the new enemies in the video - looks like the big spider-plant looking things and their little babies are demonstrating some of the new AI behaviours you were discussing in your post, very cool and theme-rich enemies.

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Fervir
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« Reply #322 on: January 29, 2015, 04:13:31 PM »


^ click me ^

Wow, video with sounds.
Catues, mushbushes and more
There is a lot going on.
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mushbuh
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« Reply #323 on: January 29, 2015, 11:29:15 PM »

holy crap

its gotten to the point where theres so much stuff on screen you might want to change up the damage numbers so they stand out more. this is so gooood i love you
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Linkshot
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« Reply #324 on: January 30, 2015, 09:08:10 PM »

If there's not gonna be elemental damage, I totally suggest having a rainbow "queue" of numbers that it just scrolls through each time you hit something to make them stand out. If there IS gonna be elemental damage, I guess just make the element colour the frame appropriately.
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Fervir
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« Reply #325 on: February 10, 2015, 01:51:07 PM »



So this is something I was messing around with in my pixel editor.
I have 16x16 sprites of my puzzle pieces taken from my editor, but I can freely copy/ and drag them around to make small shorthand notes of puzzle ideas.
The shape of them really worked out for me seeing as I can easily rearrange them without having to use a specific orientation.

For me, this makes the process of writing down / visualizing puzzle ideas really easy, quick and fun.

Before I would just write them out in text, which was awful and I only got down like 6 puzzle ideas before it became a chore.
But with this puzzle canvas thing, I've already gotten down almost 30 puzzle ideas.

I love this thing, it also helps me to see what kinds of other pieces I should add to the mix to make puzzles more interesting.

I don't expect this to make much sense to anyone but me, but maybe you can figure out what some of these are.
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Fervir
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« Reply #326 on: February 11, 2015, 09:50:58 AM »



Another shot at trying to art.
Pretty satisfied with it and the flexibility of the tiles.
Currently reworking the map editor to include the new tile types as well as become easier to use.
After that, probably dungeon stuff!
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Nathan (@nathanenglert)
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« Reply #327 on: February 11, 2015, 10:04:49 AM »

This game looks awesome.. I'm going to have to download the demo and try it out.
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Fervir
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« Reply #328 on: February 16, 2015, 12:23:34 PM »



Map editor in the process of being reworked. Got fake shadows going, looks alright.
I also just tried using some inner corner pieces from the tress as filler and it looks a lot better than just black tiles, so I'll draw up some more tree filler stuff.
Really liking how things are turning out.
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Fervir
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« Reply #329 on: February 28, 2015, 11:53:02 AM »



New tileset / style again
less noise
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EdFarage
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« Reply #330 on: February 28, 2015, 12:00:27 PM »

wow, that new artstyle looks amazing.
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wizardfu
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« Reply #331 on: February 28, 2015, 12:03:54 PM »

Love the art, the sounds, the aesthetic, the elements that you are putting into this game. Looking forward to playing it! Always been a fan of this genre.
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Linkshot
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« Reply #332 on: February 28, 2015, 12:50:06 PM »

whoa, that's really a smooth style
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blekdar
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« Reply #333 on: February 28, 2015, 03:21:00 PM »



That's the one right there.

Looks great, you got something special if you keep refining it.
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Razz
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« Reply #334 on: February 28, 2015, 04:09:14 PM »

New art style is very good, and very Zelda but that's ok to me. Like where this is going
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Jondog
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« Reply #335 on: February 28, 2015, 07:56:32 PM »

Yeah those tiles are much better.
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bounds
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« Reply #336 on: February 28, 2015, 10:55:42 PM »

Just watched the latest video, love the mayhem! Also the newest tiles is much more to my liking, much cleaner, like others said it's very zelda but you're in good company, I think the perspective on the tree's is a bit off (foliage and trunk seems to have different perspectives), I think you made the right choice going with a top down light source, makes graphics so much easier to 'get right' .
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folks out there might think I'm crazy, but I've got to rescue Daisy!
Fervir
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« Reply #337 on: March 04, 2015, 05:24:11 PM »



New tiles in action.
I like the spear
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AD1337
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« Reply #338 on: March 05, 2015, 06:27:33 AM »

Really like the flow of the movement, the water rings and the new tileset.
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Grog
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« Reply #339 on: March 05, 2015, 09:52:11 AM »



That's the one right there.

Looks great, you got something special if you keep refining it.

Man, I couldn't agree more. I think this may be my first post here, but I've been following this for a while. I liked the original style and it went to a few hit and miss styles. But that latest one I think hits the nail on the head.
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