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TIGSource ForumsCommunityDevLogsElysis (Topdown Action Adventure)
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Author Topic: Elysis (Topdown Action Adventure)  (Read 95344 times)
Fervir
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« Reply #480 on: September 30, 2016, 10:50:38 AM »

Re-implementation of the sickle-chain.
Works even better than before

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Forstride
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« Reply #481 on: September 30, 2016, 11:04:32 AM »

god i just wanna play this already
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Thaumaturge
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« Reply #482 on: September 30, 2016, 04:19:07 PM »

That looks like a rather fun weapon concept! I like that--if I'm interpreting correctly--the chain is swung by changing the character's facing. ^_^

(Following, by the way. ^_^)
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Fervir
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« Reply #483 on: October 15, 2016, 12:22:12 PM »

I've been working on a lot of map editor stuff, but here's a gif of the HUD that I had fun making

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Clint Kilmer
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« Reply #484 on: October 15, 2016, 03:10:02 PM »

Just found this, loving the art <3
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Fervir
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« Reply #485 on: October 22, 2016, 08:50:08 PM »



Some new enemy zombies.

They grab onto you and it is difficult to move or attack when they're grabbing you.
You can press any attack button to struggle a little to push them away.
They are resistant to damage, so you should use a heavier weapon, or magic.
As more grab onto you, it's more difficult to escape.

Also, hit frames are the most fun frames to draw
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« Reply #486 on: October 25, 2016, 02:49:40 PM »

I think this looks great. So much quality progress. Beer!
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Fervir
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« Reply #487 on: November 01, 2016, 01:49:12 AM »



Punch punch punch and the uppercut. Had to set up the gravity and whatever just like in how the frog enemies jump.
Also added enemies shaking when hit as well as a little red flash and some new particles when enemies get hit with blunt weapons.

I learned about object replacing and that the wait action being actually useful from this C2 tutorial.
https://www.youtube.com/watch?v=GJL8odjNZ2A&feature=youtu.be

lol, even with all my experience in CC/C2, I learned something new.
I never really got to dig around in other peoples' projects cause I've been lone wolfing it and just relying on a lot of documentation when learning CC/C2.
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Fervir
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« Reply #488 on: November 11, 2016, 06:45:16 AM »

I worked on a tileset for the first time in a while.
Skills have definitely improved since the last time

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Grog
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« Reply #489 on: November 11, 2016, 09:15:00 AM »

Wow definitely! I've been away from these forums for almost a year and your progress is looking really great. Keep it up man!
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xix
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« Reply #490 on: November 11, 2016, 02:12:29 PM »

This game looks gorgeous. Reading through this thread and following.
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The Armorman
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« Reply #491 on: November 11, 2016, 05:43:12 PM »

I believe in you and I believe in this game and I want to swing a sickle chain around in my dreams.
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Fervir
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« Reply #492 on: November 16, 2016, 01:29:56 PM »

Just added a thumbs up emote and it's too good


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Grapple Bug
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« Reply #493 on: November 16, 2016, 03:15:39 PM »

I've been following your work for a long time, so I just wanted to say that I love what you're doing.
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« Reply #494 on: November 16, 2016, 04:45:56 PM »

how far is it in the dev progression ? kind of curious to know when we'll be able to play this ^^
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Fervir
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« Reply #495 on: November 18, 2016, 05:23:35 PM »

Worked on effects stuff today.
Some are really nice, others need work



Thanks everyone for all of your support and enthusiasm!
I'm definitely working towards a game that I'd want to play and I hope you'll all enjoy it as well!
As for now, I'm working the prototype that I hope will be playable sometime in spring of 2017
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Fervir
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« Reply #496 on: November 19, 2016, 08:20:53 PM »

Say goodbye to the ellipse shadows.

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venatiodecorus
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« Reply #497 on: November 19, 2016, 10:08:58 PM »

i just signed into my account for the first time in years to say this game looks great. keep it up!
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Sustrato
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« Reply #498 on: November 20, 2016, 08:08:21 AM »

I remember this project from AGDG when you first started, your art skills have come a tremendous way! The attack with the great axe, the FX, the skellies, they all look fantastic man.

A question about programming, how do you handle AI? Specifically do the enemies have any awareness of each ofher for flocking or tactics?
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Fervir
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« Reply #499 on: November 20, 2016, 01:09:59 PM »

Thanks venatiodecorus! That's a pretty great honor, lol.

The enemies have two timers pretty much.
A timer for movement and a timer for attacking.

When the movement timer is up, the enemy does its movement action.
Something for example could be like if the timer is up, the enemy moves towards the player adjusted with an angle range and then reset the movement timer.
It won't stop unless it has a separate timer that tells it to.
When the movement timer runs down again the enemy can then readjust its path.
The movement thing could happen every second and if the angle range was large it could look like it moves towards you in a zig-zagging path.

The attack timer is pretty much the same thing, except the attack only triggers if the player is close enough to the enemy.

The movement timer is disabled when an attack is in the process so it goes in a cycle of move, attack, move, and attack.

There are also other passive abilities that the enemies can have like directional defenses, actions on death, actions on hit, and orbital stuff.

The enemies themselves don't interact with each other, but if I can set it up well enough, I can have things like enemies flanking you with just how the movement system is.




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