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TIGSource ForumsCommunityDevLogsNubs' Adventure - I'm done! :)
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Author Topic: Nubs' Adventure - I'm done! :)  (Read 19864 times)
ANtY
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i accidentally did that on purpose


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« Reply #20 on: December 10, 2013, 04:57:33 AM »

game. Smiley
cool stuff, mate
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maxl
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« Reply #21 on: December 12, 2013, 04:13:22 AM »

Running the gauntlet:


Quote
cool stuff, mate
Thanks! Smiley
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maxl
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« Reply #22 on: December 23, 2013, 03:48:16 AM »

The floor is LAVA:
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rubna
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« Reply #23 on: December 23, 2013, 07:18:44 AM »

Wow! That lava looks REALLY good.  My Word! Very realistic-looking somehow! Really like the colors on it. Keep up the good work man!
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Alex Strook
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« Reply #24 on: December 23, 2013, 07:28:43 AM »

Love this !
I love the design of the character, so simple yet effective

I have a strong knytt + Fez vibe with this
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Derqs
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« Reply #25 on: December 23, 2013, 10:02:48 AM »

That cave looks really pretty!
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mike_w
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Hi


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« Reply #26 on: December 23, 2013, 10:44:26 AM »

I really love the art in this game. Keep it up!
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maxl
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« Reply #27 on: December 24, 2013, 07:15:02 AM »

Thanks a lot!  Gentleman

"Come on little guy, the diamond is right over there, just walk over those planks..."


:D
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maxl
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« Reply #28 on: January 03, 2014, 02:48:32 PM »

I think I'm done with a small demo of the game and before I release it to a wider audience, I'd be awesome if some of you could download it and give it a spin:
http://www.imake-games.com/nubs/earlyBuilds/Nubs_Adventure_Demo.zip

Here are some notes concerning the state of the demo:
  • This is just a demo and by no means complete, but you should be able to have some fun! Smiley
  • Given that the game is still in development, expect things to break.. but I hope they don't!
  • You can start the game by running "run.bat", "run.sh" or by directly clicking on the JAR, depending on your OS.
  • The controls are explained in-game, but here they are to be safe:
cursor keys to move around
'c' to jump
'x' to interact
'tab' to toggle map
  • No gamepad-support yet
  • (Almost) no sounds yet
  • No music yet
  • The game saves automatically and you should be able to continue where you left off
  • Should you want to reset the game, there is a savegame-directory called ".Nubs" in your home folder you can delete
  • There is no "win condition", but you'll have completed the demo when you see "That's all" and you have collected 20 diamonds (and the minimap-screen shows all sectors with stars as completed)
I hope some of you find the time to check it out and tell me what you think! It would mean a lot to me! Smiley *fingers crossed*
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billyboob
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« Reply #29 on: January 03, 2014, 05:48:10 PM »

This is so charming. Puzzles and platforming aren't too difficult. I think finding a way (like 'press z') to release the bees (they are bees?) so they can find their own way home would be more sane then having to guide them home each time. Neat job. Smiley
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maxl
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« Reply #30 on: January 04, 2014, 06:50:15 AM »

This is so charming. Puzzles and platforming aren't too difficult. I think finding a way (like 'press z') to release the bees (they are bees?) so they can find their own way home would be more sane then having to guide them home each time. Neat job. Smiley
Thanks a lot for playing it! I'm still tweaking the bee- and worm-mechanics, so it might change! It's right that it might be cumbersome that the bee has to fly back to the hive but I might be able to introduce some puzzles with this mechanic. Thanks for the input! Smiley
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maxl
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« Reply #31 on: January 18, 2014, 04:08:24 AM »

I've been working on adding speech bubbles, mainly to the cutscenes, to make it more clear what's going on with the story:



Smiley
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maxl
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« Reply #32 on: January 21, 2014, 06:10:06 AM »

I've worked on the beam animation for traveling between places (bigger GIF incoming):
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maxl
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« Reply #33 on: January 25, 2014, 04:08:45 AM »

Damn, that's NOT how you operate a lever! :D


The animated GIF version:
http://imake-games.com/nubs/developmentScreenshots/slingshotsAndLevers.gif
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« Reply #34 on: January 25, 2014, 08:09:06 AM »

Dang you have some talent. :D Reminds me of seedling and fez for some reason which is good. Though as some constructive criticism,it may be just me but I thing the ground and sky could use some zest. Examples could be adding clouds or moles. Though since this is still in development, you might have already thought of that and in that case, don't mind me.  Gentleman
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maxl
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« Reply #35 on: January 27, 2014, 03:30:51 AM »

Dang you have some talent. :D Reminds me of seedling and fez for some reason which is good. Though as some constructive criticism,it may be just me but I thing the ground and sky could use some zest. Examples could be adding clouds or moles. Though since this is still in development, you might have already thought of that and in that case, don't mind me.  Gentleman
Yes, adding more detail to the ground and background is definitely on my TODO list! Thanks for your input, I appreciate it!  Gentleman
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maxl
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« Reply #36 on: February 04, 2014, 05:38:14 AM »

Here's a video of the new cutscene I am currently working on:



Sorry for the distortion, YouTube doesn't like 1024x768 too much.
Basically, the cutscene serves three purposes:
  • Re-introduce the red guys as evil
  • Show off the worm to be powerful and that he's an ally
  • Give you the slingshot and introduce you to what it can be used for
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ashtonmorris
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« Reply #37 on: February 04, 2014, 05:15:56 PM »

Looks really good.  Grin Its good to have a giant worm as an ally.
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Ashton Morris - Composer & Sound Designer

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maxl
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« Reply #38 on: February 08, 2014, 06:16:25 AM »

Looks really good.  Grin Its good to have a giant worm as an ally.
Thanks! Smiley

I've been working on mostly cosmetic changes, like zooming in when in control of the wisp. It's so small in comparison to the rest and I think zooming in enhances the experience of how it feels like to be tiny flying wisp.


Here's a video of it:


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maxl
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« Reply #39 on: February 22, 2014, 10:28:42 AM »

I've been working on the backdrops for the grass tileset:

I like the direction I'm going to, but the actual ground now looks plain and off... :/
Not sure yet how to approach this but I fear if I give the ground structure too it becomes too messy. We'll see!
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