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TIGSource ForumsCommunityDevLogs◉ Golden Nights [PlayStation Mobile] ☾
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Author Topic: ◉ Golden Nights [PlayStation Mobile] ☾  (Read 10576 times)
Ouren
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« Reply #40 on: August 24, 2013, 11:29:44 PM »

Hi - Bit of honest criticism meant for the best of intentions, and I'm a big platform gamer so I don't say this with any malice, but this looks boring at present. It's the sort of thing that we've all played a dozen times. It really needs a spark of it's own to make it noticeable.


You've not even really seen much in terms of gameplay.
It'll make a lot more sense soon enough. :D
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Ouren
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« Reply #41 on: August 26, 2013, 12:27:23 PM »



edit:
changed and fixed
« Last Edit: August 26, 2013, 01:35:39 PM by Ouren » Logged

Udderdude
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« Reply #42 on: August 27, 2013, 12:56:04 PM »

Not sure having automatic combos is a good thing, those are usually pretty boring and it starts to feel like you're watching the same cutscene over and over again during combat ..
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Ouren
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« Reply #43 on: August 27, 2013, 01:42:35 PM »

Yea, we actually changed it. Here's the current one. There are links

Code:
<combat>
<ground>
<attack name="axeslap">
<ani set="attack1"/>
<frames min="0" max="2"/>

<command button="square"/>
<hit frame="2" damage="5"/>
<inputnext min="1" max="2"/>
<linkto button="square" link="axewindup"/>
<linkto button="triangle" buttonmod="side" link="fire"/>
<linkto button="cross" buttonmod="down" link="slide"/>

</attack>

<attack name="axewindup">
<ani set="attack2"/>
<frames min="0" max="4"/>

<hit frame="4" damage="8" />
<inputnext min="3" max="4"/>
<linkto button="square" link="axeslam"/>
<linkto button="triangle" buttonmod="up" link="windshort"/>

</attack>

<attack name="axeslam">
<ani set="attack3"/>
<frames min="0" max="7"/>
<effect screenshake=".05" time=".01" frame="5"/>

<hit frame="4" damage="12" />
<inputnext min="5" max="7"/>
<linkto button="square" link="axeupper"/>
<linkto button="triangle" buttonmod="down" link="earth1"/>

</attack>

<attack name="axeupper">
<ani set="attack4"/>
<frames min="0" max="5"/>

<hit frame="2" damage="8"/>
<inputnext min="4" max="5"/>
<linkto button="square" link="axejab"/>
<linkto button="cross" buttonmod="down" link="slide"/>

</attack>

<attack name="axejab">
<ani set="attack5"/>
<frames min="0" max="5"/>

<hit frame="2" damage="6"/>
<inputnext min="4" max="5"/>

</attack>

<attack name="wind">
<ani set="wind"/>
<frames min="0" max="10"/>
<effect movedegree=".30" distance="10" speed=".4"/>

<command button="triangle" buttonmod="up"/>
<hit frame="3" damage="3"/>
<hit frame="4" damage="3"/>
<hit frame="5" damage="3"/>
<hit frame="6" damage="3"/>
<inputnext min="9" max="10"/>

</attack>

<attack name="windshort">
<ani set="wind"/>
<frames min="3" max="8"/>
<effect movedegree=".30" distance="10" speed=".4"/>

<hit frame="3" damage="2"/>
<hit frame="4" damage="2"/>
<hit frame="5" damage="2"/>
<hit frame="6" damage="1"/>
<inputnext min="8" max="8"/>

</attack>

<attack name="fire">
<ani set="cast"/>
<frames min="0" max="5"/>
<effect projectile="1" sheet="fireball"/>

<hit frame="0" damage="6"/>
<command button="triangle" />




</attack>

<attack name="earth1">
<ani set="cast" />
<frames min="0" max="5"/>
<effect projectile="1" sheet="earth"/>
<hit frame="0" damage="0"/>

<command button="triangle" buttonmod="down"/>


<inputnext min="4" max="10"/>
<linkto button="triangle" buttonmod="down" link="earth2"/>
</attack>

<attack name="earth2">
<ani set="cast" />
<frames min="0" max="5"/>
<effect projectile="1" sheet="earth"/>
<hit frame="0" damage="7"/>


<inputnext min="0" max="0"/>
<linkto button="cross" buttonmod="down" link="slide" />
</attack>
</ground>
</combat>
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Ouren
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« Reply #44 on: August 28, 2013, 08:48:54 PM »

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no1hitjam
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« Reply #45 on: August 28, 2013, 09:13:06 PM »

We are serious game developers
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Ouren
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Wolfgame


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« Reply #46 on: September 09, 2013, 07:37:45 PM »

alpha menu

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Ouren
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Wolfgame


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« Reply #47 on: September 20, 2013, 04:29:55 PM »

Sent in a new build to Sony contact.
Some hardware mismatch issues, but the rest of the team is out of town.

I feeeeeeeel like I messed some stuff up.
Expect gif soon
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no1hitjam
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« Reply #48 on: September 25, 2013, 03:34:45 PM »

Some new poses for our lead character! First is a launching attack, then a wind flotation spell, and lastly a falling animation.






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PeteDevlin
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« Reply #49 on: October 01, 2013, 01:29:59 PM »

Have you reached the point where you're revealing what's so special? Last time I posted hi mentioned you hadn't yet covered what makes the game stand out. I've been checking in to see?
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cdoty
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« Reply #50 on: October 07, 2013, 01:34:23 PM »

Nice, can't wait to pick this up!
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Ouren
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« Reply #51 on: October 14, 2013, 08:21:26 PM »


Captured footage should be on the way soon.
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siskavard
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« Reply #52 on: October 14, 2013, 09:05:22 PM »

Lookin SO good
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Ouren
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« Reply #53 on: January 20, 2014, 06:12:58 PM »

Couple of things for your eyes,



goodbye forever
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Ouren
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Wolfgame


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« Reply #54 on: January 29, 2014, 09:07:32 PM »



Shouting is in!
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Ouren
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Wolfgame


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« Reply #55 on: January 29, 2014, 11:13:01 PM »

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Garlicguy
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Good vibes all around.


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« Reply #56 on: March 21, 2014, 08:44:38 AM »

I'm liking the way this games looking  Grin I'm snooping around to get info on Abra.
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Ouren
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Wolfgame


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« Reply #57 on: March 22, 2014, 12:29:41 PM »

I'm liking the way this games looking  Grin I'm snooping around to get info on Abra.

Lovely! :D
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Ouren
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Wolfgame


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« Reply #58 on: September 11, 2014, 08:39:52 PM »

Migrating my life over.
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airman4
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Need More Time !


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« Reply #59 on: September 12, 2014, 12:41:45 AM »

Migrating my life over.


Cool !
Will the game be playable on vita and have trophies ?
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