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April 28, 2024, 10:18:02 PM

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EdFarage
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« Reply #1160 on: May 26, 2015, 05:12:56 PM »

Not just that you're messing around with my emotions
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siskavard
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« Reply #1161 on: May 26, 2015, 05:47:11 PM »

Not just that you're messing around with my emotions

fine I'll just mess with your emoticons.

So I'm about 90% sure I'm switching my animation process from Flash to Toon Boom. TB went to a monthly sub model, so now it's acutally affordable. Plus, there is built in Unity integration. For starters you can now use an orthographic camera, which is a huge awesome plus. I don't really know at this point how useful that is when exporting to Unity right now tho.

Im messing around with this now because I want the overworld map to be a psuedo-ortho viewpoint, like Dont Starve

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« Reply #1162 on: July 20, 2015, 09:35:52 AM »

i'm happy to report that progress on this game is resuming once again

i'm in the planning stages of a Kickstarter campaign to fund the game's production

no KS launch date yet - want to get everything sorted 110% before even thinking of a launch date

a lot has happened in the past couple years. i'm on the lookout for another programmer as the game is taking a slightly different direction, but at it's core is still a hand animated platformer with tons of collectables, for PC & consoles.

i'm way too excited to be working on this again  Gomez Gomez Gomez

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oldblood
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...Not again.


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« Reply #1163 on: July 20, 2015, 10:07:44 AM »

Awesome to hear this will be a thing and fully support the KS idea. What genre do you see this moving to? I'd assume that changes with the move to orthographic perspective...
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siskavard
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« Reply #1164 on: July 20, 2015, 10:27:34 AM »

Oh, nah, the ortho stuff is for testing out how an overworld map would look. the game is still a 2D side scroller

the changes aren't much & mostly behind the scenes stuff. I've learned a lot about how ambitious ideas can get vs. how practical they are to apply & have scaled the game back in a way that still has all the weird fun stuff in it but is actually doable within a reasonable timeframe & budget
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diegzumillo
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« Reply #1165 on: July 22, 2015, 10:05:25 AM »

Awesome! :D Game design is very iterative, it demands a good deal of courage to let go of pet ideas and take a few steps back but it pays out.
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siskavard
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« Reply #1166 on: July 22, 2015, 10:16:38 AM »

^ yes it's super tough. Having an idea that can be "anything & everything" usually ends up being nothing at all.

practicing some restraint & saying to yourself "Ok, this is a cool idea, but it doesn't really make sense for the whole" is tough but a good skill to have, I've learned.
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« Reply #1167 on: July 29, 2015, 01:13:18 PM »

So this game, after too long, is back on track. If you're subscribed to this thread, consider signing up for the newsletter!



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« Reply #1168 on: July 30, 2015, 12:30:48 PM »

Im streaming some arts! http://www.twitch.tv/siskavard/
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« Reply #1169 on: July 31, 2015, 02:50:58 PM »

i'm doing even more idle animations while we get a prototype built up

here's idle animation #123223084 out of 397656239207

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siskavard
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« Reply #1170 on: August 04, 2015, 03:43:15 PM »

gummi coins

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« Reply #1171 on: August 06, 2015, 02:35:36 PM »



Watering the heart plants
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siskavard
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« Reply #1172 on: August 07, 2015, 02:06:29 PM »

coinz

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diegzumillo
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« Reply #1173 on: August 07, 2015, 02:24:49 PM »

The hover mechanic also make it rain. Hmmm.. many possibilities!
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siskavard
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« Reply #1174 on: August 10, 2015, 12:55:14 PM »

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« Reply #1175 on: August 10, 2015, 01:07:06 PM »

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Zorg
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« Reply #1176 on: August 10, 2015, 01:37:44 PM »

It is happening! :D
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siskavard
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« Reply #1177 on: August 10, 2015, 02:13:01 PM »

yes yes yes yes!

weve got a super talented gentleman on board who is doing code & I'm building "levels" right now inside unity to test all of the basic mechanics we're shooting for to see whats fun.
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« Reply #1178 on: August 10, 2015, 04:36:26 PM »



superior level design this games done
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oldblood
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« Reply #1179 on: August 10, 2015, 04:41:08 PM »

Good ol' block prototyping... That's always fun. I always tend to get too distracted with the visuals to fully nail down the core mechanics first. Looking really solid...
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