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TIGSource ForumsCommunityDevLogsNubs' Adventure - I'm done! :)
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Author Topic: Nubs' Adventure - I'm done! :)  (Read 19901 times)
Thomas Finch
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« Reply #80 on: January 25, 2015, 09:32:49 PM »

This keeps looking better and better. Keep it up!
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maxl
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« Reply #81 on: January 26, 2015, 08:29:49 AM »

This keeps looking better and better. Keep it up!
Thanks!  Beer!
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maxl
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« Reply #82 on: January 31, 2015, 03:31:44 AM »

Started working on a new tileset/region, featuring acid pits, mines and more Smiley



It's not exactly new, but rather the first tileset I made for the game. But I want to revisit that now and create a new area using that as a starting point. The background for the new area is also not done yet.
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maxl
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« Reply #83 on: February 01, 2015, 03:31:54 AM »

The quest for the new tileset continues:



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LStro
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« Reply #84 on: February 05, 2015, 12:03:01 PM »

Hey Maxl,
I gotta say, this is probably the coolest and overall best game I have seen on the android market thus far.
Really good graphical feel, music, story and controls.

Also you get points for being a refreshing addition to the platformer genre.

I saw only one bug when playing your Beta version.
When you activate the very first switch of the game and walk through the cave entrance into the next area. Once this newxt area loads, if you then walk back to the previous area, the whole sequence (where the yellow 'Ally' drops you off) plays out again.

Other than that, she be running quite smoothly!

Awesome work, I will be following this.
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maxl
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« Reply #85 on: February 06, 2015, 05:40:26 AM »

Hey Maxl,
I gotta say, this is probably the coolest and overall best game I have seen on the android market thus far.
Really good graphical feel, music, story and controls.

Also you get points for being a refreshing addition to the platformer genre.

I saw only one bug when playing your Beta version.
When you activate the very first switch of the game and walk through the cave entrance into the next area. Once this newxt area loads, if you then walk back to the previous area, the whole sequence (where the yellow 'Ally' drops you off) plays out again.

Other than that, she be running quite smoothly!

Awesome work, I will be following this.
Hey LStro!

Thank you very much for your support and the bug report! Smiley
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maxl
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« Reply #86 on: February 08, 2015, 02:52:42 PM »

I've been working on loading screens that show how the next sector looks and to make the transition between different areas less abrupt: https://gfycat.com/AlertNippyBream
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maxl
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« Reply #87 on: February 09, 2015, 01:20:48 PM »

Been working on new cloud levels:
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maxl
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« Reply #88 on: February 11, 2015, 12:40:51 PM »

And who are you, exactly?

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maxl
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« Reply #89 on: February 12, 2015, 12:43:27 PM »

Here's an animated version of the new overlord:
https://gfycat.com/SleepyBossyBlackrussianterrier

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maxl
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« Reply #90 on: February 17, 2015, 01:06:54 PM »

Change of plans... my girlfriend drew me a much better genie that's way more relatable and also cute:

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kebapmanager
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« Reply #91 on: February 17, 2015, 02:00:45 PM »

I noticed you are using same library as I am so I was wondering.
How did you make particles and collision?
Did you write them yourself, or are you using box2d and particle emitters from libgdx?

Also I noticed you are supporting multiple platforms including mobiles ones, how are you handling resolutions, do you just stretch out or?
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maxl
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« Reply #92 on: February 18, 2015, 03:50:05 PM »

I noticed you are using same library as I am so I was wondering.
How did you make particles and collision?
Did you write them yourself, or are you using box2d and particle emitters from libgdx?
For particles I use the LibGDX provided classes, which also lets me use the particle editor GUI tool. For physics and collision, I use Box2D. LibGDX also lets you combine those two easily so you can let the particles bounce off the ground and objects as well.  Gomez

Also I noticed you are supporting multiple platforms including mobiles ones, how are you handling resolutions, do you just stretch out or?
You're right, I'm targetting all kinds of platforms and hence, a whole lot of different resolutions. Naively stretching to fill the screen does not work out with pixelart as stretching in non-integer amounts ruins it completely. Instead I have a camera that dynamically sets the zoom factor based on the physical screen resolution. But I only zoom in integer intervals to keep the pixels crisp and have them all be the same size. By doing that, there are roughly the same things visible on all screen sizes and ratios. Depending on the device's form factor, some players see a bit more of the world while others see less due to different zoom factors and resolutions, but that's ok if you keep that in mind when designing your levels.

Hope that helps! I'm happy to answer further questions if you have any!  Beer!
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maxl
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« Reply #93 on: February 21, 2015, 11:18:42 AM »

Been working on the new enemy that is basically a mine that's chasing you. In addition, it has a shield that blocks your boomerang when you hit it from the front. You will need to get creative! Like this: https://gfycat.com/DecimalMadGibbon

Did I mention I like pixel explosions? :D
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maxl
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« Reply #94 on: February 23, 2015, 01:36:51 PM »

I've been working on a new app icon for Android and iOS:



I think it's an improvement over the old one as it fits a lot better, but I'm still not 100% sure I really like it.  Shrug
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maxl
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« Reply #95 on: February 24, 2015, 11:35:54 AM »



This is another strange but somehow beautiful bug in regards to particles. Basically, a new set of particles were spawning in each logic step. :D
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maxl
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« Reply #96 on: February 25, 2015, 01:34:11 PM »

I've been working on the second boss battle:


In case you don't know, you control the giant ass worm there! :D

I've designed the boss a few months ago already, but I wasn't fully satisfied back then. Furthermore, the worm mechanics have changed a bit since and now I think I'm on the right track game-design wise.  Smiley
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maxl
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« Reply #97 on: February 26, 2015, 01:48:02 PM »

Here it is, in all its animated glory: the second boss fight!

https://gfycat.com/InsignificantDamagedGalah

I'm pretty happy with how it worked out eventually, after a TON of fiddling with different ideas and then another TON of fiddling with parameters. Smiley
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« Reply #98 on: February 28, 2015, 04:05:48 AM »

The saga of the strange but somehow beautiful visual bugs continues :cool:


I dunno what I did exactly to make it look like that, but I thought it looks kinda cool! Smiley
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maxl
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« Reply #99 on: February 28, 2015, 11:23:03 AM »

I added light sources and darkness to the second boss battle.



This also adds a new layer of complexity as you can only see the mines when you're near them or when they are near a lightsource.
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