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TIGSource ForumsCommunityDevLogsLike No One Ever Was
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Derqs
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« Reply #20 on: January 12, 2014, 12:47:48 PM »

^same, awesome design ANty.

Loving the progress so far, you're working really fast on this.
I personally don't like the new background. ground looks good tho, so does the water.
Interface also looks waaay better like this.
Have you guys already had some ideas for the player-gameplay,
will there be pokemon-like gyms and stuff?


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ANtY
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« Reply #21 on: January 12, 2014, 01:14:51 PM »

@ugabuga :3

@Derqs: not happy with the background too, 've changed it a bit since the last screenshot but am still not set on it.

glad ya like the interface :*

we're more or less decided on the story/plot but we haven't designed the world more indepthly so far.

but we'll be rocking a day-night system soon, and discussing the mor meta stuff in the meantime


also here's a design for the first earth/nature type beast :D

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waxx
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« Reply #22 on: January 12, 2014, 02:39:17 PM »

finished first iteration of ai for both fellas


here's me playing as a birdman

ofc theres not much of 'balance' yet, though its fun already
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ANtY
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« Reply #23 on: January 13, 2014, 02:01:07 AM »

I'm thinking of changing the game's name to

To Be The Very Best

or

Like No One Ever Was


hope waxx-sama agrees
« Last Edit: January 13, 2014, 03:05:40 AM by ANtY » Logged

ANtY
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« Reply #24 on: January 13, 2014, 12:34:26 PM »



he's called Frog unless waxx gives this lil' fella any attention  Concerned
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ANtY
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« Reply #25 on: January 17, 2014, 01:24:32 PM »

inspired by a poll about pokemen starters on local gamemaker community I did this



magnificent creatures :D


we've had design talks with waxx and we agreed on some cool ideas, will be fun to implement those in a gam
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SirNiko
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« Reply #26 on: January 17, 2014, 03:08:38 PM »

This is hot stuff.

Is this going to have a lengthy single player campaign like the real pokemon games, or are you gonna focus more on multiplayer? If you design this well and include a good range of balanced moves that you can customize your pokemans with this could seriously take off. Like Smash Bros with pokeman style customization.
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ANtY
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« Reply #27 on: January 17, 2014, 03:33:04 PM »

For now plans are made for a single player campaign, when ppl can play that we'll think of multiplayer.

What kind of customization do you have on your mind? I'm curious cuz I didn't play any of the newer Pokemon games (no 3ds whatsover)

oh lol, sorry, I'm blind/retarded, now I see you were talking about moves customization. So, yeah, I'll try my best for those to be balanced and varied, along with all the summons.


on a side note I want to make it so you can't finish the game only leveling up your 'main', there will be heavy counters and you'll have to think about the match-ups and train all types of summons for different situations.
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jiitype
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« Reply #28 on: January 17, 2014, 05:33:32 PM »

Will there be a rival character and can you name him anything you want?
That blue fella is so cute <3
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ANtY
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« Reply #29 on: January 18, 2014, 04:56:33 AM »

Sadly I doubt it, it wouldn't really be a perfect fit to the storyline we have planned.


Is it an important factor?
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ANtY
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« Reply #30 on: January 18, 2014, 08:47:51 AM »

I've added some ropes for all you worthless trainers and your weak summons that can't even jump 10 feet into the air >.>




in the meantime waxx is coding some sweet procedural generation, and hopefully fixing those game-freezing bugs  Durr...?
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waxx
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« Reply #31 on: January 18, 2014, 10:13:36 AM »

working on dem random generated maps (fully procedural unlike things like spelunkies)





going surprisingly well  Gentleman
and anty pls freezing bugs part of the game
just
okay??
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ANtY
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« Reply #32 on: January 18, 2014, 01:09:25 PM »

working my butt off on day & night system mechanics engine (R)




also new gif animated picture




also making an attempto at first evur logo




wuxx y u no take seriously the bug-featur meme plz


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waxx
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« Reply #33 on: January 18, 2014, 02:05:50 PM »

the night and day systems are pretty rad not gonna lie

imagine taking a risk trip outside the city wall only to find yourself alone in the dark™
also fancy colors and lights
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ANtY
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« Reply #34 on: January 18, 2014, 02:18:07 PM »

#intensiveSaturdays is a thing nao


dis how it looks FOR NOW

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ANtY
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« Reply #35 on: January 19, 2014, 11:28:12 AM »

~wait till the morning, it's scary out there

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ANtY
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« Reply #36 on: January 22, 2014, 02:30:21 PM »

I decided it’d be a good idea to clarify some obscurities :3




1. How many monsters will the game feature?

    We are not sure about this at the moment, but they’ll be divided into 5 kinds: aqua, aer, terra/nature, ignis and dark.

2. “Is it going to be as grindy as pokemon?”

    We want to lessen the amount of battles overall, while making each and single one more interesting and challenging.

    You’ll also have to think a bit about counters and such because we don’t want to allow players to finish the game playing >only< their main monsters, like you could in original Pokemon games.

    I want to avoid battling hundreds of Zubats lv. 7 while travelling through caves where the only possible cause of death is getting that much bored.

3. “Do you plan on ever releasing it for Mac?”

    Since we’re developing this game in Game Maker Studio it’s certainly a possible course of actions. It’ll mostly depends on how many players will be interested in such port.

4. Will the game be free?

    At the moment it’s not yet decided per se, but we think we’ll be selling the game one way or another.

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ANtY
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« Reply #37 on: January 25, 2014, 05:09:33 AM »

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ANtY
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« Reply #38 on: January 25, 2014, 07:40:17 AM »

is hard

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