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TIGSource ForumsCommunityDevLogsElysis (Topdown Action Adventure)
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Author Topic: Elysis (Topdown Action Adventure)  (Read 95348 times)
Fervir
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« Reply #500 on: November 22, 2016, 03:42:31 PM »



I worked on updating the Earth tileset.
It's been a while since I've put some effort into one of my tilesets and I feel like I've hugely improved since the last time.

I've also added two enemies with their actions.
A bush that runs away and spawns mushrooms that jump around and explode on contact.
 
I just hit me yesterday that I feel like I've improved a lot, even compared to weeks ago.
I'm pretty sure this will be the final art style of the game. I don't want to keep redoing tilesets forever lol
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AD1337
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« Reply #501 on: November 23, 2016, 06:36:03 AM »

Looks stunning  Smiley you have improved a lot.
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TitoOliveira
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« Reply #502 on: November 23, 2016, 06:48:05 AM »

It would be interesting to see how you organize your tilesheet and how is your setup for placing them on the map.
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lobstersteve
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« Reply #503 on: November 23, 2016, 09:46:39 AM »

The new shadows improved the whole game  Gentleman
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Fervir
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« Reply #504 on: November 29, 2016, 04:43:25 PM »



Water effects. Had to create a whole new layer with masking effects and had to add extra tiles to my editor just so the ripples don't spill all over the place
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Fervir
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« Reply #505 on: November 30, 2016, 12:35:02 PM »



I was able to get the blob-y shadows that I made in CC working with C2 and I think it works a lot better this time around.
It was pretty easy to get working too, so that was nice
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« Reply #506 on: December 01, 2016, 10:55:39 AM »

Ooh, I like those lights! In particular, I like that they both flow smoothly and adhere to the pixellated art-style. ^_^
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lobstersteve
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« Reply #507 on: December 01, 2016, 01:19:40 PM »

ripples and light look awesome Smiley
why is there a sad smiley where the progression bar should be? Sad
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Narrowisms
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« Reply #508 on: December 09, 2016, 01:20:17 AM »

yea,  what happened? Hopefully nothing bad happened...   Concerned
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Fervir
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« Reply #509 on: December 11, 2016, 01:06:39 AM »

Sorry for the confusion. I just like to switch out the icon for fun.
The game is very much alive.


I've been recently working on optimization stuff. I reworked the collision code, re-hauled the animation system, worked on the action timers, made shadows render in not a horrible way, and fixed a bunch of "for each" loops that I was using incorrectly in Construct 2.

Here's the tut for the "for each" loops
https://www.scirra.com/TutorialViewFresh.aspx?ID=418

This is pretty awesome because in Construct Classic, right at when I decided to make the move to C2, I was having a lot of problems with getting a lot of enemies on screen at once. I was only able to get about 30 before things started to lag.

Thanks to C2's profiler in the debugger I was able to pinpoint where my game was running the slowest and was able to go in one section at a time fixing things up, which CC didn't have at all. In C2 I had to just guess based on how many enemies it took until the FPS started dipping.

I'm finding a lot of things in C2 that are really nice and I'm absolutely convinced now that moving from CC to C2 was a good move despite having to start over from "scratch".

Things are moving along really smoothly, I'm re-implementing things every week and expanding on things that I've messed with previously, even adding in new ideas as well, and on top of all that, getting things done quickly because of all the experience I've gained over the years with CC.

I have a lot of confidence in this project and I expect next year to be a really big year!
Thanks everyone that has been keeping up with the devlog, the game has definitely come a long way since 4 years ago, but it still will continue to improve as time goes on Wink
« Last Edit: December 11, 2016, 01:12:20 AM by Fervir » Logged

   
Low_Chance
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« Reply #510 on: December 12, 2016, 06:33:40 AM »

Your game just keeps looking better each time I check in on it! Congrats on pulling off the move to Construct 2, switching engines mid-development is never an easy choice so I'm glad it paid off for you.

Your art is looking really good, the lighting effect is tite, likewise the water ripples. Really impressive.
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rayharry
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« Reply #511 on: December 12, 2016, 11:10:48 AM »

The art style looks really great! It's unique enough to differentiate itself from similar indie games.

The lighting and particle effects in particular, wow! Really neat.
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Fervir
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« Reply #512 on: February 14, 2017, 11:21:01 AM »

I've been working on retouching some tilesets

Wind Sanctuary


Energy Mines


Fire Plains


Swamp


Light Dungeon
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DragonDePlatino
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« Reply #513 on: February 14, 2017, 10:57:18 PM »

These new tilesets are looking great! You definitely don't see that perspective of cliff tiles often enough. Surprising, as they're the "proper" perspective of top-down tiles and are pretty easy to make. Hard to seamlessly layer into taller cliffs, though.

I would recommend increasing the contrast and hue-shifting of your tiles in the future. The walls are a bit flat-looking at the moment.
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Lizzard
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« Reply #514 on: February 15, 2017, 12:14:08 AM »



Those details... just wow....!  Crazy  Screamy
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MereMonkey
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« Reply #515 on: February 15, 2017, 01:48:26 AM »

This is looking SO good!  Kiss Kiss
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« Reply #516 on: February 15, 2017, 08:23:36 AM »

It's awesome to see these updates, your work is looking better than ever. I'm very excited to try the game when it's ready.
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Fervir
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« Reply #517 on: February 17, 2017, 06:13:07 PM »

Thanks everyone for the feedback!
I'll be touching up tilesets here and there as I've been working on putting them into the game.
After that, I'm feeling like I'll be working on some dungeon stuff and putting together a few rooms to test the gameplay flow.
I get to go back to NPC and puzzle stuff soon after tilesets

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« Reply #518 on: February 18, 2017, 05:56:12 AM »

Looks like a lot of fun!  Screamy
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http://store.steampowered.com/app/338170/

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« Reply #519 on: February 22, 2017, 11:43:56 PM »

Going from page 1 to 26, your pixel art has improved tremendously.  Gentleman Keep up!
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