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122
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Community / DevLogs / Re: FROG SORD
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on: January 08, 2014, 11:11:04 AM
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thats not me and i have no clue who that is
Sorry for the confusion ted - my compliments on your art though! That was the main point I was getting at ;P EDIT: Here is the art style in question: PhooMagoo's Samurai Penguin (note too: this art is almost ten years old now). It's probably the giant sword being dragged around in a combat oriented platformer that reminded me of Frog Sord. Glad to see it as a returning idea though, it will always be an awesome premise!
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123
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Community / DevLogs / Re: FROG SORD
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on: January 07, 2014, 06:14:54 PM
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MECH6: your art style reminds me of someone who used to be on the GameMaker forums way back in 2004 or so. A guy who made a game about a red samurai penguin. A quick Google search shows his username was PhooMagoo, any relation/inspiration?
Also: subscribed, because how was I not already?
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127
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Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread
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on: January 03, 2014, 03:25:46 PM
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@Blink, yes I am a programmer as well. My game Two Brothers just came out on steam and I did all the programmer/art for that game as well.
I have some gameplay for this, and if it gets cooking I'll start a devlog soon. Glad to see people are excited about the look of it! That's a big part of it.
Awesome, congrats! Well I'll look forward to the devlog then 
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128
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Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread
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on: January 02, 2014, 05:41:45 PM
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thinking of that cel shaded style and buildings immediately made me think of Megaman Legends, which might help give you some ideas on how to make buildings work *gorgeous megaman*
This. Using the shading to define the buildings worked great in Megaman, and I'd love to see an Earthbound art inspired, Megaman Legends visual style, hipster RPG. golemshaper, it looks terrific. I take it from the Unity 4 comment you can do your own programming too? (super jelly of programming/3d model indie dev combos)
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130
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Developer / Design / Re: Finding the "fun" when you can't
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on: January 01, 2014, 08:37:07 PM
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And by novelty i mean anything that captures and holds attention. This especially. The more novel *and* of quality, the better a chance you'll succeed (from my experiences). I got my game written about on IndieGames.com and Gamasutra when I made one about sweatshop workers, where the gameplay is meant to be stressful. It kind of succeeds, but a lot of people just found it monotonous (which isn't far from the truth either). Regardless, it was unique and worked well enough for people to notice it. My current game is a 3d platformer with 4 player split screen, because all multiplayer 3d platformers right now use a single camera (so, no exploration). It got great feedback at IndieCade's game tasting, with Nintendo and Sony representatives expressing interest just in the idea itself. Each of these things is a semi-unique idea that I put the time and effort into to make a real demo out of. It's nothing amazing, they're half decent at best compared to anything you would actually buy, but they prove that a unique idea can actually get made. That's what indie is great with, imo. We can take any crazy thought and put the time and effort in to make it a reality. Also: HD, that video on BF4 is great! "The problem is that if you don't have the time to actually go in and make each gadget and each gun interesting or special or serve a purpose then you may as well not make them in the first place" <- what a great observation.
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131
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Community / DevLogs / Re: Cloudface
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on: December 30, 2013, 06:26:58 PM
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Finally tried the demo. Music is great! I love the style of the gameplay too. Two minor things:
1. You're a cloud, how is it that you can't pass through all platforms by jumping up? It might make level design harder, but it would feel so much more floaty, free and fluffy if I didn't keep hitting my head on the ceiling.
2. The catbomb sound effects. So violent! I know it's going to hurt me, but what about a light "poof" instead?
You're really close to hitting that Orisinal magic, but with an Earthworm Jim style of animation. I would love to see this feel just a bit lighter in the non-visual ways.
Keep it up! Can't wait!
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134
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Developer / Art / Re: 3D thread
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on: December 23, 2013, 04:25:41 PM
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*awesomesauce* Jackson31: those colors and shapes look great. Any inspiration from the palette for Hyper Light Drifter? (the neon teal on pink/red is what comes to mind)
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136
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Player / Games / Re: Retro 3D Games
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on: December 17, 2013, 03:33:49 PM
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I also want to mention Shadow Squadron, for the 32X, from 1995. It has a flat shaded polygons aesthetic as well. Even if from the mid 90s and for a 32 bit console i think its relevant.
Its a fairly good game. That got my attention for some reason. Thanks and thank you everyone. I wanted to draw attention to this one as well. Might be game feel, might be juice, polish, animation, but something definitely makes it look really really good. It's got a sense of brittleness, resistance, weight to everything (especially the takeoff sequence, shooting down the big ships, and having the end-of-mission docking ship appear/docking there). I'd love to find out what it is that makes it look so good.
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137
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Developer / Art / Re: GIF's of games being worked on
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on: December 13, 2013, 12:02:23 PM
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I'm particularly ensnared by the StarFox-like given that I did a 3d Star Fox fan game once. Evil Dingo: are those mouse controls?
Is your game available anywhere? It's just keyboard control at the moment, but it will support mouse and gamepads. Check your PMs!
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138
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Developer / Art / Re: GIF's of games being worked on
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on: December 10, 2013, 10:10:23 PM
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Oi guys, these all look fantastic.
I'm particularly ensnared by the StarFox-like given that I did a 3d Star Fox fan game once. Evil Dingo: are those mouse controls?
primaerfunktion: want so bad.
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140
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Developer / Art / Re: GIF's of games being worked on
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on: October 09, 2013, 08:29:41 AM
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Its 100% more precise than aiming with a stick, which in Teleglitch you absolutely need considering ammo is finite.
Agreed, I usually snipe enemies in larger areas and you just don't get the fine grain targeting. A stick is constantly pushing back to it's original position so the only constant you can provide is either no push or the max possible radius. Twodimensional targeting is thus highly inaccurate as the angle's resolution is dictated by how fine you can move your thumb. The mouse' XY position rests perfectly fine where you put it due to the mouse beeing only affected by gravity on a flat surface, not an additional spring producing tiny changes in a joystick's position even with higher resolutions. tl;dr you get can more precise angles and consistent values with a mouse. That's why it's important for games where the hit must be perfect no matter your thumb skills - if it's an FPS, top down or even puzzle game. You're assuming precision is the key factor here, whereas in games like Smash TV, you need speed above all else, with only some precision. Joysticks are a great balance of this for semi-sloppy action games, you instantly have the direction you want (press the joystick that way) and enough precision for the given gameplay. Mouse is definitely terrible for it, especially with games where the camera does not lock the player to the center of the view. If you are aiming left, and an enemy is below you, with a joystick you press down and your sights are lined up. With a mouse, if you move the mouse down you are now pointing at whatever location is down of the location you were pointing at before. The further the mouse was from the character, the less of turn you get, and unless your mouse was on top of the character, this does not point the character down. So just adjust your angle, move the mouse down and right to aim down, yes? No, because that's still dependent on the distance the cursor was from the player. With a top down shooter, joysticks let you aim without looking at the crosshair, whereas mouse controls require you to keep track of the crosshair as well since you cannot aim without knowing its distance from the player, and you must always adjust the angle you move the mouse at based on that distance. Joysticks > Mouse for quick and easy turns in top down shooters. ;P
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