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TIGSource ForumsCommunityDevLogsAnodyne - Android version available now
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Graham-
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« Reply #80 on: August 28, 2012, 02:05:52 PM »

It's a little more than that, but I'll see what you do with it.

cross-platform is where it's at.
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melos han-tani
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« Reply #81 on: August 29, 2012, 07:45:23 AM »

Wanted to let you know there's a recent news post on IndieDB, which is really a quite nice website. Basically, we finished a lot of animations, and I've been doing various bug fixes and today I just want to make the trailer! We'll see how that goes.

Other than that, I've been eating some Biscoff spread. That stuff is really good...

Oh, and here's a mystery for you:

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« Reply #82 on: August 29, 2012, 07:50:19 AM »

I bet its an octopus boss
« Last Edit: August 29, 2012, 11:27:00 PM by _Grey » Logged

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« Reply #83 on: August 29, 2012, 03:52:21 PM »

I bet its an octopuss boss

Hmm......


-------

I also made a song for a trailer. Then I made the trailer. I had been planning it over the last few days. Hope you all like it. It's one minute long and gives a quick feel for the game's moods.


Watch the trailer! (8/29)
Youtube mirror
« Last Edit: August 29, 2012, 07:44:45 PM by seagaia » Logged

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« Reply #84 on: August 30, 2012, 10:14:50 AM »

Like lots of people we also have a greenlight page now! No point in not trying!

Give us your support!

http://steamcommunity.com/sharedfiles/filedetails/?id=92921739


Also I finished a boss! And fixed bugs! woo-hoo!
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« Reply #85 on: August 31, 2012, 02:38:11 PM »

Greenlight yesterday was a bit crazy. I ended up deciding to make a sort-of-demo that I'm not releasing publically (our next public demo will be full-featured - the polished menus, SFX, missing intermediate areas). That led to me fixing a bunch of bugs and adding features to the game state where the camera pans around with the player.

Other than that, in the past few days..it's really been a lot of misc. work on my part - yucky, sort of boring infrastructure that just has to be done, bugfixes that make the game better but no one will notice, etc.

 As for Jon, he finished a bunch of cool boss animations, and now he's polishing up a bunch of dungeons.

I'm going to focus on SFX and music for a while, and then when Jon finishes the dungeon polish we're going to work on story and intermediate intro areas between places that have been in the demos.



I'll try to have some screenshots tomorrow...

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« Reply #86 on: September 01, 2012, 07:44:37 AM »

picture of a tentacle

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melos han-tani
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« Reply #87 on: September 02, 2012, 04:15:34 PM »

Ewww.

 
I've been working on music, and some infrastructure for sounds and music. Gotten a bit done - I think I have ~6? areas left to get started with.  I also redid the player animation code, and it's about 100% more awesome, and will let us be a little more flexible with animations (thank GOD).

Other than that, bugfixes, random stuff. Progress!

Here's a picture, a OLD vs NEW of a dungeon. It looks quite swell.



I'll leave you with this, which is the song for the trailer I put up last week, recently uploaded it to Soundcloud.

http://soundcloud.com/seagaia/anodyne-trailer-1-song
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« Reply #88 on: September 02, 2012, 04:37:11 PM »

Hi guys, a note about the dungeon makeover that Sean just posted: It may not be immediately obvious why I remade it at all in the first place.  In fact, in many ways, the first one is a lot fancier, with more organic wall shapes that do a much better job of "eliminating the grid".  Well, it turns out that in game, there are some pretty complicated screens that involve multiple levels of ground, and all kinds of stuff, and that old tileset was really not going to cut it.  when you're working with a 10x10 grid of tiles, sometimes eliminating the grid actually works against you, obscuring the structure of the dungeon from the player, and pulling them out of the experience.  The complex walls and also the fact that the walls were brightly colored made them not portray the depth of multiple ground levels well.  So that's what I was thinking while working on the second tileset.  Also, I worked much harder to use color to my advantage--In the first tileset everything is closer in hue; in the second, I made the ground much greener and the walls and crystals much bluer which helps the eye to immediately realize where you can walk vs where you cannot.

I chose a cruddy screenshot to capture all of this, but it was a pretty interesting and sometimes counter-intuitive process that I think was ultimately quite successful.
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« Reply #89 on: September 03, 2012, 11:11:40 PM »

The animations for the player - the actions, etc -  all seem to be in working order with the new player sprite Jon has done.

I'll have to figure out a quick way to post SFX and the like - I did a few today (today was pretty busy for me because of Labor Day - I went outside!). Later in the day I mostly just fixed some bugs and then spent an hour on music. It's a song that plays in one small area of the game. I think I'll share it when I finish it up.

SFX are, as usual, pretty tiring to make. You just try to rough out something close to what you want, and then you just sit there tweaking little knobs on the VSTs...

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« Reply #90 on: September 05, 2012, 07:16:48 AM »

http://www.indiedb.com/games/anodyne/news/anodyne-news-9-4-12

Made a news post up over there at IndieDB. Check it out.

In short, sound effects, music stuff - not too much I haven't talked about here. Finally implementing the polished menu, which looks really nice.

Posted a link to a WIP song, too.

http://soundcloud.com/seagaia/anodyne-wip-9-4


Now to play They Bleed Pixels, FINALLY.
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« Reply #91 on: September 06, 2012, 06:44:30 AM »

Well, with the first cut of some dialogue I started working on structure for NPCs. The first thing was to write a python script to convert a short scripting mini-language into AS3 object representations, which was a nice python refresher (although I've never written anything big in Python - only dirty scripts). This will let me tweak what these dialogue objects should have and make it easy for Jon to change the script.

The second step was to be able to save the dialogue state, this is pretty easy as it all goes into the save file. I've considered only saving dialogue state, not the dialogue. Maybe I'll do that.

Strongly also thinking about only saving a 'delta' representation of the XML tree that represents game objects. Maybe later. I don't know. I guess if someone wants to decompile the SWF and look at all that stuff, they will.

Iono. Probably doesn't matter too much. People will ruin the game for themselves if they want to?

Also I have to work on a sane way of managing dialogue state for Jon so he can test out dialogues that should/shouldn't trigger, etc. Not sure how to do that yet...but I'm guessing some patternswill pop up as I keep trying out stuff with the initial dialogue programming.
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« Reply #92 on: September 07, 2012, 06:30:29 PM »

Event time, baby

Reddit post for Screenshotsaturday




Demo soooooooooon!
« Last Edit: September 07, 2012, 07:10:31 PM by seagaia » Logged

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« Reply #93 on: September 07, 2012, 11:45:14 PM »

It looks a bit like she doesn't start pedaling until she's heading straight for the wall.  Cheesy It's just the angle, I know, but yeah, keep it like that.

The cinema's looking nice and smooth. Keep going!
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« Reply #94 on: September 08, 2012, 09:20:13 PM »

It looks a bit like she doesn't start pedaling until she's heading straight for the wall.  Cheesy It's just the angle, I know, but yeah, keep it like that.

The cinema's looking nice and smooth. Keep going!

ooooooh, good catch. fixed!


and in other news...

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« Reply #95 on: September 09, 2012, 09:54:55 PM »

Did some animation and other little things today. Actually getting pretty close to the demo release! It's exciting! Scary! Because we're also going to do a big press push/release/whatever around that time! And maybe someone will bless us with the coverage of their press plant!

I also decided to get around to using presskit() today. Except for the part where I can't run php stuff or something on my web server (nearlyfreespeech). And then for the part where I couldn't manually install the scripts because they weren't available. So I just copied presskit()'s style of organizing info, which is actually just the straightforward and logical way to do things...take a look!

http://www.anodynegame.com

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« Reply #96 on: September 10, 2012, 08:34:51 PM »

game works on linux now, got it to package with air 2.6

did some scripting and a lot of other things. roughed out a better boss song, which still isn't that great but i like it more.

demo time, demo time is soon. soon you will be able to play the demo. okay? okay. i hope you will like the demo, i hope you will like it and share it with your friends, maybe.

amtrak
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« Reply #97 on: September 11, 2012, 09:08:43 AM »

News update just got posted to indiedb: http://www.indiedb.com/games/anodyne . Check it ouuut
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« Reply #98 on: September 11, 2012, 09:37:20 AM »

Hey - this is nice! I'm not actually sure what it is about this specific game, but I just really want to play it! Keep up exactly what you're doing!

(ahh that's what it is - the style actually more reminds me of FF3 than zelda)
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« Reply #99 on: September 11, 2012, 12:51:57 PM »

(ahh that's what it is - the style actually more reminds me of FF3 than zelda)

FF3 as in the one with the Job System, or FF3 as in the one that's FF6?

Because I don't see either.
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