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TIGSource ForumsCommunityDevLogsEastward Quest
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AD1337
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Lucas Molina


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« Reply #240 on: June 05, 2013, 05:37:15 PM »

I just wrote an article called "Making Games Like a Samurai", which is mostly based on the experience of creating Eastward Quest. You can read it here:


http://ad1337.tumblr.com/post/52264373454/making-games-like-a-samurai
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CasePortman
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« Reply #241 on: June 06, 2013, 04:28:02 AM »

Love the article man! Very informative and witty at the same time.
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AD1337
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Lucas Molina


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« Reply #242 on: June 06, 2013, 09:49:37 AM »

Thanks!

Implementing upgrades screen. Finished the yellow bar that shows the current level of each upgrade. The costs are working, I just might have to balance them later. Will work on buying upgrades now.

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AD1337
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Lucas Molina


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« Reply #243 on: June 06, 2013, 11:35:28 AM »

Buying upgrades!



I need to make it more juicy and balance the prices.
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AD1337
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Lucas Molina


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« Reply #244 on: June 06, 2013, 12:15:43 PM »

Added a limit to upgrades (lvl 5 is max) and border to text.

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siskavard
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« Reply #245 on: June 06, 2013, 12:51:33 PM »

Looking sweet! Looks like it's coming together really nicely
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AD1337
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Lucas Molina


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« Reply #246 on: June 06, 2013, 02:40:50 PM »

Thanks!

Trying to make the background juicier:

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siskavard
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« Reply #247 on: June 06, 2013, 02:45:47 PM »

That looks great. I hope you don't mind me suggesting this, but the idea just hit me, seeing the moving clouds:

Consider having the clouds moving vertically, downwards, to give you a sense that you're sailing upwards to the sky, since this is the level up screen. Upwards/positive/advancing. It might help convey that feeling of accomplishment! It might help this lvl up screen to stand apart from all the horizontal movement in the game.

Just a thought.

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Pixelulsar
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« Reply #248 on: June 06, 2013, 02:54:14 PM »

The upgrade screen is looking better every time, especially the last one with the moving clouds.  Siskavard's vertically moving clouds idea sound like it could work well.

I love this whole devlog because there's new stuff all the time and there is always a picture of gif to look at. 
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Mattline1
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« Reply #249 on: June 06, 2013, 04:13:00 PM »

Very nice, perfect example of a simple idea that's been well executed. I'm looking forward to seeing more!
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AD1337
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Lucas Molina


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« Reply #250 on: June 06, 2013, 04:15:05 PM »

Thanks guys.

I'd add the vertical scrolling if it was easy enough, but it's too much effort for a small feature. The background has a gradient, the clouds parallax... just too much to tweak. The idea is that this background will be the same for the victory screen, main title and level selection, so it has to loop infinitely.

Added tooltips:

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gimymblert
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« Reply #251 on: June 06, 2013, 07:02:08 PM »

I just wrote an article called "Making Games Like a Samurai", which is mostly based on the experience of creating Eastward Quest. You can read it here:


http://ad1337.tumblr.com/post/52264373454/making-games-like-a-samurai

It's a good article but (as a counter point) you will never made the sims or sim city that way, if you know what I mean
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AD1337
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Lucas Molina


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« Reply #252 on: June 08, 2013, 01:57:08 PM »

Thanks, although I don't know what you mean.

Eastward Quest is almost finished. Only the bonus level, some animations, menus and sounds left.

If I have energy left, there's also highscores and achievements.

Today I fixed the tutorial and some bugs. Someone playtested and finished the game in 30 minutes, only having trouble in the final boss. Will make the final levels harder and change some stuff based on feedback, this should make the game a bit longer. The infinite level will too, once it's added.

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Whiteclaws
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« Reply #253 on: June 08, 2013, 04:42:43 PM »

I want to be a playtester too Sad
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AD1337
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Lucas Molina


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« Reply #254 on: June 08, 2013, 04:54:06 PM »

Only physical playtesters so far! No internet people allowed! Get out!  Hand Point Right

(joking, everyone will be able to play the game soon Smiley)

Juice and heavy .gif color loss.

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AD1337
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Lucas Molina


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« Reply #255 on: June 09, 2013, 08:38:20 AM »

Bonus level is done.

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AD1337
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Lucas Molina


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« Reply #256 on: June 09, 2013, 10:02:54 AM »

Working on level selection. I don't know if I should call them "Quests" instead of "Levels".

« Last Edit: June 09, 2013, 10:08:36 AM by AD1337 » Logged

Whiteclaws
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« Reply #257 on: June 09, 2013, 10:26:23 AM »

don't use numbers , use icons !

like Cave story !
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AD1337
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Lucas Molina


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« Reply #258 on: June 09, 2013, 10:56:07 AM »

I was thinking of a preview like this:

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AD1337
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Lucas Molina


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« Reply #259 on: June 09, 2013, 01:07:45 PM »

Should I allow the player to preview locked levels?

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