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TIGSource ForumsCommunityDevLogs¡Cacto Loco!
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siskavard
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« Reply #120 on: July 09, 2013, 08:54:53 PM »

The game looks RAD. Looking forward to the build! On a side note, what soft or website do you use to make your animated gifs? They are swell Smiley  Gomez

Lice cap:
http://www.softpedia.com/get/Multimedia/Graphic/Graphic-Capture/LICEcap.shtml
It works wonders!

I just recently discovered this as well. GIF'N ALL DAY ALL NIGHT
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« Reply #121 on: July 10, 2013, 11:13:45 AM »

also, check out GifCam. I found that it has some extra features that I found really useful.

(Primarily, I had no idea what fps I should be recording at, but it also has some other nifty things like removing/adding frames and tweaking frame times.)
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« Reply #122 on: July 10, 2013, 03:23:05 PM »

Thanks!!! I´ll try both !!! Smiley  Wizard
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« Reply #123 on: July 16, 2013, 01:37:49 AM »

Thanks everyone for being patient on that playable build, It's almost ready.

Here is some footage:
http://www.youtube.com/watch?v=g_czvsg4iYQ&feature=youtu.be
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« Reply #124 on: July 16, 2013, 02:21:38 AM »

I´M NERVOUS NOW!!
That video looks really intense. Amazing work man!
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« Reply #125 on: July 16, 2013, 03:57:24 AM »

That looks tough!
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« Reply #126 on: July 16, 2013, 05:08:00 AM »

That gameplay rocks! Reminds me of that western shooter on NES I can't remember it's title. Well, very detailed my post. Sorry :S
But it was a good one Smiley

Congrats on this, looks swell, WANNA PLAY ! Gomez
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« Reply #127 on: July 16, 2013, 05:09:34 AM »

Gun Smoke (see the better arcade game too)? This looks way more frantic Smiley
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« Reply #128 on: July 16, 2013, 05:15:28 AM »

That is a very good looking gameplay you have there.
One personal remark: while I respect your decision to go for 8 direction shooting, I noticed that this limitation is very dominant in the gameplay - even without playing, I could see that you "had to work with this system" a lot in order shoot at enemies.
This might be something wanted, if alone for the oldscool vibe, but in my opinion it creates a lot of gameplay effects that are just existing because of the limitation of this system; but do not add any value to the game itself.

Again, just my peronal opinion. Really curious to try the game myself once you have the demo out.
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« Reply #129 on: July 16, 2013, 05:21:02 AM »

I like that limitation over having another "twin stick" type shooter that lets you move and shoot anywhere.
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« Reply #130 on: July 16, 2013, 05:33:58 AM »

YUP! Gunsmoke!! Thanks Games Inquirer!
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« Reply #131 on: July 16, 2013, 06:08:28 AM »

This looks muy kawaii, dude.
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« Reply #132 on: July 16, 2013, 06:31:28 AM »

I like that limitation over having another "twin stick" type shooter that lets you move and shoot anywhere.

Thats exactly the problem I am having with it.
It IS by all means a twin stick shooter, with the sole difference that it does not allow full 360 degrees movement or shooting. I could see it for the movement, especially with the required additional poses / animations to make it look good, but for the shooting, especially when looking at the video, it just feels wrong. Limitations for the sake of limitation is not a good practice, imho.
But again, this is my personal opinion.  Gentleman
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« Reply #133 on: July 16, 2013, 07:31:44 AM »

Is it? For some (weird?) reason I had assumed you actually don't have twin stick shooter controls in this one, that you either get to fire in the direction you're moving towards (possibly by tapping the fire button) or to keep firing in a direction while moving towards any other (possibly by holding down the fire button when you want to lock it in one direction). I guess some would find this annoying and pointlessly old school while others would enjoy the risk/reward ratio with momentarily moving towards an enemy that's trying to kill you just to aim towards it (or where it's going to be). Either way, this looks tighter than most twin stick shooters to me.
« Last Edit: July 16, 2013, 07:38:07 AM by Games Inquirer » Logged

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« Reply #134 on: July 16, 2013, 09:16:07 AM »

I was totally going to say I'm picking up a Gunsmoke vibe... but someone beat me to it.

I think it looks a bit frustrating to play though... I think the pace is too fast for the locked 8 directional firing. I can see a lot of "cheap deaths" happening where I just won't be able to avoid getting hit because I couldn't aim in the direction the enemy attacks me.

I hope that won't be a problem. That could be a game breaker though, so it's worth looking at.

Gunsmoke was limited direction as well, but the pace was a lot slower and created a bit of time to position yourself for a shot.

I say you need to decide between the two types...

1. Fast paced, 360 shooter
2. Slower paced, 8 directional shooter

Doing a mix of both could just be incredibly frustrating. In either combination. Fast/8 Directional like it is now... where you might take hits from enemies you can't shoot, or Slow/360... where it would be far too easy.
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« Reply #135 on: July 16, 2013, 09:34:17 AM »

The cactus shoots in whichever of the 8 different directions you are facing, he will lock fire to a direction if you hold a lock button down. I've been playing it with a 360 controller using the triggers as lock buttons and It felt pretty comfortable but I was thinking of implementing two different control set ups for those who don't like that kind of thing.

I'll have to see what people think when they play it and go from there, I want really tight controls for this.

Also Gunsmoke was a big inspiration for this game!
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« Reply #136 on: July 16, 2013, 09:42:12 AM »

I guessed close enough  Smiley

Well I hope most enjoy that, I know I will!
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« Reply #137 on: July 27, 2013, 09:47:14 PM »

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« Reply #138 on: July 27, 2013, 10:25:20 PM »

Awesome!
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« Reply #139 on: July 31, 2013, 07:27:10 PM »

Been a while since I've checked this out... still looks great and I'm excited to play your build soon!
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