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TIGSource ForumsCommunityDevLogsMoonQuest
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eigenbom
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« Reply #2300 on: March 12, 2014, 07:03:46 PM »

Hey you! My #cyberpunkjam game is up: http://eigenbom.itch.io/crash Go play it! (And maybe rate it if you jammed also.)
The OST is also available at: http://timshiel.bandcamp.com/album/crash

It's a hack/typing game! AWesomeN2ss!

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pluckyporcupine
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« Reply #2301 on: March 12, 2014, 07:17:16 PM »

Hey you! My #cyberpunkjam game is up: http://eigenbom.itch.io/crash Go play it!
Haha that's a pretty awesome idea. Pretty tough too.
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eigenbom
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« Reply #2302 on: March 12, 2014, 10:49:54 PM »

Update: I spent the last couple of days working on mockups and decomposing designs into usable building blocks. The biggest change is that some blocks now break out of the tile boundary (which has been a long time coming) and so I've got to consider how to code this all appropriately. I also spent a while on a new bark design which seems to work well with different tree morphologies. Here's a mockup showing some of the elements together - the leaves are still WIP.

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c023-DeV
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« Reply #2303 on: March 12, 2014, 10:56:29 PM »

While you're here, might as well do everything in high-poly 3D with 4096x4096 textures and photon lighting.  Wink

That's my job!  Huh?

Anyhow great to see another long time project coming along. Hope you are having such a good time making this game as I am...
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Thecoolestnerdguy
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« Reply #2304 on: March 13, 2014, 04:44:19 AM »

@tcng - Oh that MM character was a joke. :D

Oh, thanks God!
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Sad minecraft didnt copyright squares
kleiba
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« Reply #2305 on: March 13, 2014, 11:45:12 AM »

Update: I spent the last couple of days working on mockups and decomposing designs into usable building blocks. The biggest change is that some blocks now break out of the tile boundary (which has been a long time coming) and so I've got to consider how to code this all appropriately. I also spent a while on a new bark design which seems to work well with different tree morphologies. Here's a mockup showing some of the elements together - the leaves are still WIP.



Since you decided a while ago to leave the original ASCII art inspired visual style behind, I think this newer art style is only consequential. It looks awesome. As long as you manage to keep it consistent...

The bark works really well. Great job! (The tree crown looks a bit whimpsical and small for such a huge tree, but I guess you wouldn't know because all you have there down under is red deserts, right?)

Leaving tile boundaries sounds good, too -- don't let them damn boundaries stop you!!
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happymonster
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« Reply #2306 on: March 13, 2014, 12:49:24 PM »

It does look very good. But I'm a bit sad the old style is gone.  Cry
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Noogai03
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« Reply #2307 on: March 13, 2014, 01:10:08 PM »

i liked the old style but the new style

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So long and thanks for all the pi
eigenbom
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« Reply #2308 on: March 13, 2014, 06:48:51 PM »

Haha, oh yes HappyMonster, I'm sad too. Working on a game for 2 years really does your head in, and sometimes I feel that this'll never end. Changing the style prolongs the end but also revitalises my moonmojo. I'm 90% confident that these new tiles will be the last style update.

Update: Added first bit of code to render new blocks. Here's some in-game screenshots.





« Last Edit: March 13, 2014, 09:36:22 PM by eigenbom » Logged

kleiba
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« Reply #2309 on: March 14, 2014, 12:36:44 AM »

Rad!
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mirrorfish
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?!?! ... It's just a box.


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« Reply #2310 on: March 14, 2014, 05:37:09 AM »

While I also liked the old style a lot the new style looks great too. This looks amazing! Keep going!

M.
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Kurt
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« Reply #2311 on: March 14, 2014, 12:37:34 PM »

holy crap that looks amazing
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happymonster
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« Reply #2312 on: March 14, 2014, 01:59:37 PM »

The purple rock looks good with that shading. Smiley
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knifeySpoonie
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« Reply #2313 on: March 14, 2014, 05:34:03 PM »

Really nice purple rocks! looking really nice, love the paper bag with holes in look for the helmet Smiley
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Founder and Creative Director |  KnifeySpoonie Games  |  Tpickarddev.com | @TPickardDev
barneycumming
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« Reply #2314 on: March 14, 2014, 10:05:33 PM »

damn this is looking awesome!
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happymonster
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« Reply #2315 on: March 15, 2014, 01:48:55 AM »

If you are going to go down the shading route, I would try adding a few more shades to the brick tiles. It looks a bit like shading with a reduced colour palette (i.e. 16 colours) right now. Smiley
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TheIndieForge
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« Reply #2316 on: March 16, 2014, 06:00:28 PM »

I love everything about this.
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eigenbom
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« Reply #2317 on: March 16, 2014, 09:34:59 PM »

Thanks for the feedback everyone. HM - I took your advice and added an extra shade to the stone, looks much better now I think, thanks.

Update: Updated stone and wood materials. I also implemented block "decorations" which are extra little pieces that get blitted randomly over blocks, like the cracks in the stone bricks below.

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dek
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« Reply #2318 on: March 17, 2014, 03:09:10 AM »

Looks tasty. I'd try reducing the contrast on the background tiles colors a bit. That could separate them from the foreground stuff.
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_bm
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« Reply #2319 on: March 17, 2014, 11:42:00 AM »

Looks tasty. I'd try reducing the contrast on the background tiles colors a bit. That could separate them from the foreground stuff.

That's what I do with background tiles in my game.  Smiley
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