Bones
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« Reply #280 on: November 27, 2012, 04:58:46 PM » |
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Alright, here is of me working on the Yggdrasil a bit.
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Bones
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« Reply #281 on: December 02, 2012, 02:42:08 PM » |
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For some reason I'm getting some draw problems with the border of the surface. This will currently be what I'll be working on implementing in the next few days and get it all working. A big thanks to TheSnidr for his awesome contributions. Here is of the leaves in action.
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« Last Edit: December 02, 2012, 06:31:12 PM by Bones »
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Bones
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« Reply #282 on: December 03, 2012, 01:15:15 PM » |
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I've been trying to figure out good things to put along the top area of a level. For a while it's looked weird having terrain so high up all the time, so it's nice to have some alternative objects to walk on. Decided to take a page out of the book of Mario.
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« Last Edit: December 03, 2012, 01:44:16 PM by Bones »
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happymonster
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« Reply #283 on: December 03, 2012, 01:19:08 PM » |
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That looks nice!
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emacs
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« Reply #284 on: December 03, 2012, 01:26:59 PM » |
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This looks really great so far, but I can't help but feel that the brick tiles are boring, especially compared to Yggdrasil and those awesome trees.
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« Last Edit: December 09, 2012, 01:56:05 PM by ev149 »
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ஒழுக்கின்மை (Paul Eres)
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« Reply #285 on: December 03, 2012, 01:32:33 PM » |
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i'm surprised the indiegogo campaign didn't succeed, the game looks far better than a lot of games that reached much higher goals. i think it's mostly a matter of marketing
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Bones
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« Reply #286 on: December 03, 2012, 01:55:59 PM » |
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@Happymonster - Cheers - Right now I'm hoping everything looks like it belongs together. Need to establish a global palette still. This looks really great so far, but I can't help but feel that the brick tiles are boring, especially compared to Yggdrasil and awesome those trees.
Yeah they are pretty boring... Tiles and backgrounds have usually been my down fall. So all the tiles are all still very WIP until I've made up my mind on a good design. i'm surprised the indiegogo campaign didn't succeed, the game looks far better than a lot of games that reached much higher goals. i think it's mostly a matter of marketing
What can you do right. I'm amazed this game has gotten me $550, it's my most profitable project as far so I'll take what I can get. It seems to be that if I don't do a good professional trailer, I have little chance of getting any viral hype. I got a fairly good reception on reddit on the Occult, Esotericia, Antitheism. Although gaming and indie gaming didn't seem to like it as much. Here is I posted bout an hour ago.
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« Last Edit: December 03, 2012, 09:23:37 PM by Bones »
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Bones
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« Reply #287 on: December 04, 2012, 12:46:36 AM » |
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Bones
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« Reply #288 on: December 04, 2012, 02:36:10 PM » |
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Working on refining some of the sprites designs.
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beetleking22
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« Reply #289 on: December 04, 2012, 03:47:52 PM » |
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<3 Creepy Unique Beautiful.
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Bones
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« Reply #290 on: December 06, 2012, 02:10:59 PM » |
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Doing some more sprite work. The wasps/bees I had in game just seemed pointless, they flew around and crowded you but it was fairly boring. So I decided to make a deadlier bee by giving it a drill like the drill pig. They will be like moving fall bricks, perhaps not an instant-kill when the hit you. But perhaps something like 1/2 or 2/4 of the players health. You also wont be able to shoot them from below as their drill will be their defense point. Also I didn't like that the phish I had just looked like a regular fish, and it also didn't have any attack patterns. The phish will now charge at the player and jump out of the water at him and fairies.
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ClayB
Guest
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« Reply #291 on: December 06, 2012, 02:41:35 PM » |
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@ EVERYTHING Looks real ambitious, keep it up!
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Bones
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« Reply #292 on: December 07, 2012, 01:52:39 AM » |
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« Last Edit: December 07, 2012, 11:16:01 AM by Bones »
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Bones
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« Reply #293 on: December 08, 2012, 02:45:58 PM » |
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(Animation still WIP and appears faster in-game) Have added what I believe to be a decent logic system to distribute karma influence based on the actions taken by the player. Here is an example of an interaction with the Bee enemy - 1. Lawful to jump on the bee and disable it 2. Chaotic to shoot the bee while it's enabled 3. Good to let it live and become re-enabled 4. Evil to kill it while it's disabled Video of the bee in action!
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« Last Edit: December 09, 2012, 10:35:42 AM by Bones »
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Belimoth
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« Reply #294 on: December 09, 2012, 11:32:58 AM » |
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Is there anyway to achieve Chaotic Good with that rule set? Or can shooting it disable it as well?
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Bones
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« Reply #295 on: December 09, 2012, 01:55:13 PM » |
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Absolutely. You can be Chaotic Good just as much as you can be Lawful Evil. If you jump on the Bee after shooting at it; Managing to disable it, leaving it to re-enable it's self. That could be considered Chaotic Good. I could also make it so you can disable the bee by shooting it from the side, perhaps being the chaotic choice? I'm currently working on establishing a global palette of 60-64 colours. That way I don't end up with weird clashing colours or pick a colour that really isnt much different than one available in the existing palette.
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« Last Edit: December 11, 2012, 01:35:02 PM by Bones »
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Bones
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« Reply #296 on: December 09, 2012, 06:08:04 PM » |
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Those old tiles were starting to bug me.
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Bones
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« Reply #297 on: December 10, 2012, 09:27:44 AM » |
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Going to need a lot more foliage than this if I don't want it to seem too repetitive. Have a little over 276 hours until the demo for The Walled Garden will be released.
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« Last Edit: December 10, 2012, 10:11:42 AM by Bones »
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jwaap
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« Reply #298 on: December 10, 2012, 10:22:53 AM » |
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looking cool
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Bones
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« Reply #299 on: December 11, 2012, 01:33:40 PM » |
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