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TIGSource ForumsCommunityDevLogsSUPER III Mobile
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Zack Bell
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« Reply #440 on: August 21, 2014, 09:19:28 PM »

Yeah, I know what you mean. I can certainly mess with the squash and stretch stuff to get things feeling right. Stretching a bit when jumping, squash on wall, post-teleport. Etc etc.

Will post gif updates ASAP. EDIT: thanks for clarifying btw
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Rebusmind
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« Reply #441 on: August 21, 2014, 11:23:10 PM »

Did you confirm a coop mode in the last gif and no one noticed? Beg
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Zack Bell
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« Reply #442 on: August 22, 2014, 04:54:36 AM »

Did you confirm a coop mode in the last gif and no one noticed? Beg

  Evil

Messing with death match, co-op, and race mode ideas. Technically none are confirmed. They are stretch, stretch, streeeetch goals.
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Rat Casket
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« Reply #443 on: August 22, 2014, 09:28:06 AM »

God dammit why? You have like 90% of it done right there.

I'll make it. Stretch goals be damned, dude.
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Rebusmind
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« Reply #444 on: August 22, 2014, 09:45:15 AM »

@Rabbit
Stretch Goals can also work as a motivator to back more money. Doesn't mean it won't get done if they don't reach it.
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« Reply #445 on: August 22, 2014, 09:51:07 AM »

I've been following this for a while. Great to see it on kickstarter. Best of luck!
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Zack Bell
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« Reply #446 on: August 22, 2014, 09:54:21 AM »

Dammit Rabbit, WHY CANT YOU JUST LOVE ME? Really though, anything multiplayer is a far far faaaar off stretch. Like "oh, that sounds neat if we can afford it". My number one priority right now is the alpha build for backers and press (at first).

I should have a player GIF w/ squash + stretch stuff ready in a few hours.
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Rat Casket
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« Reply #447 on: August 22, 2014, 09:56:06 AM »

I'm saying I will do it for free.

Duh.

Race. Deathmatch. Paint. Fuckin... collection race things? I don't care. I will do it.
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Zack Bell
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« Reply #448 on: August 22, 2014, 10:04:46 AM »

I'm saying I will do it for free.

Duh.

Race. Deathmatch. Paint. Fuckin... collection race things? I don't care. I will do it.

Oh, well in that case... Actually, I'll PM you soon ish.
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« Reply #449 on: August 22, 2014, 11:40:34 AM »

im wondering.. why no playable alpha?
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Zack Bell
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« Reply #450 on: August 22, 2014, 12:34:33 PM »

im wondering.. why no playable alpha?

I realized the whole "budget versus the scope of the game" thing and we shifted focus towards planning our campaign(s). We spent about six weeks on that while communicating remotely (Ale went home to Venezuela for the summer). We are now together and will have the alpha build ready in <2 weeks.
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Zack Bell
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« Reply #451 on: August 22, 2014, 02:18:03 PM »

I think you're missing the message a bit, Zack.

What they are saying is that the animations in the player are too subtle, and since the shape of the player is extremely top heavy its hard to see the animations in the arms/legs. It feels a bit stiff because of this.

Naw meen?

*changes one variable* HERE, IT WORKS.

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« Reply #452 on: August 22, 2014, 02:43:59 PM »

Yeah dude thats exactly what people have been trying to say the whole time!
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Zack Bell
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« Reply #453 on: August 22, 2014, 03:09:37 PM »

Haha, in all seriousness, I'm starting w/ a small amount of squash + stretch and I'll work up from there. Thoughts so far? Does this help at all?

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« Reply #454 on: August 22, 2014, 03:11:11 PM »

a million times better. thats awesome.

in b4 HURR DURR NOT TRUE TO PIXEL RESOLUTION or whatever people even say.
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joseph ¯\_(ツ)_/¯
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« Reply #455 on: August 22, 2014, 03:25:24 PM »

thats a million tiems better yeah. Unless you're doing movement on a pixel grid or you're considering scaling things *up* very far, stretching/scaling is gr8.
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« Reply #456 on: August 22, 2014, 05:42:32 PM »

This looks nice. I'm looking forward to seeing where it goes.
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Zack Bell
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« Reply #457 on: August 24, 2014, 12:18:33 PM »

Thanks for all of the feedback on the squash + stretch stuff. Everyone seems to prefer it, so I'm pretty happy about that  Smiley

Right now I'm working on a BIG update for the Kickstarter that will drop in less than ten days. You have probably all seen small portions of the new content. I'm currently programming a bunch of input stuff. It's basically just how to handle up to four controllers at once, three controllers + one keyboard, and how to assign each controller/keyboard combination to the playable characters for our different multiplayer modes.

Will probably at least have a concept to show of the character select screen soooon. So yeah, more on that later this week!



As always, please share and support SUPER III if you like what you are seeing/hearing. The campaigns are going well so far.

KS: https://www.kickstarter.com/projects/super91/super-iii
GL: http://steamcommunity.com/sharedfiles/filedetails/?id=298981924
« Last Edit: August 24, 2014, 12:42:41 PM by Zack Bell » Logged

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« Reply #458 on: August 24, 2014, 07:03:45 PM »

Best of luck on your kickstarter ...  the music in your kickstarter video is **AWESOME**.
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Zack Bell
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« Reply #459 on: August 25, 2014, 08:58:24 AM »

Best of luck on your kickstarter ...  the music in your kickstarter video is **AWESOME**.

Thanks, man! The music seems to be super popular. Joel is a badass.  Kiss



Here, take this:



Also, we got approved for ID@Xbox, soooo...Xbox One port is pretty damn likely.  Evil
The Xbox Dev open-house/party thing is on Thursday @ Microsoft, so maybe we'll post pics/updates from there.
« Last Edit: August 26, 2014, 11:33:21 AM by Zack Bell » Logged

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