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TIGSource ForumsCommunityDevLogsElysis (Topdown Action Adventure)
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Narrowisms
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« Reply #440 on: June 15, 2016, 06:17:43 PM »

Hey! Just finished reading through this devlog :D Just wanted to ask if you're going to make a mac version of this game. Good luck! Also, what do you stream on?
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Fervir
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« Reply #441 on: June 17, 2016, 11:14:10 AM »

@quantumpotato
Thanks!

@Narrowisms
I'm so used to saying no from working with Construct Classic, but I checked out the Construct 2 website and it looks like I actually can make builds for Windows, Mac, and Linux. If there aren't any significant problems with it, then I will see what I can do.

Also, while I'm not streaming at the moment, if I do pick it up again, I will be up on twitch.tv/fervire so check this devlog in the future to see what's going on with that
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Narrowisms
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« Reply #442 on: June 17, 2016, 07:39:44 PM »

Niiccee  Smiley
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« Reply #443 on: June 18, 2016, 03:30:55 AM »

Looks sweet Smiley
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Narrowisms
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« Reply #444 on: June 26, 2016, 11:08:14 PM »

Been a couple days since you've posted any devlogs Sad Just wanted to make sure if you are uploading devlogs on a different website.
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Fervir
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« Reply #445 on: July 07, 2016, 10:29:49 PM »

Ah, I was busy for a bit.
I've started working on the dungeon stuff for now.
I got a few pieces working and am now figuring out the main puzzle loop stuff.
I'm going to start working on a level editor in addition to more puzzle stuff and will try to start making levels.

Starting over in C2, I'm going to make sure to focus on the dungeon exploring aspect a little more this time.

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Fervir
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« Reply #446 on: July 15, 2016, 01:38:55 AM »

I started working on the map editor this week.
Here's some of its functionality so far, controlled by clicks, arrow keys and some mouse wheeling.
This will allow me to make maps faster than my old editor.
The next step after I finish the editor is figuring out how to get the files loaded up in the actual game, but that won't take long I think.

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« Reply #447 on: July 16, 2016, 01:10:26 PM »

Looks great! Keep it up Fervir, can't wait to finally play it  Gomez
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Fervir
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« Reply #448 on: July 21, 2016, 01:03:34 AM »

Thanks, thanks, thanks!

I got a map loaded in the actual game now, with all the different tilesets and the objects.
All the fun variables aren't setup yet so that's what's next, setting up the game to read the map file variables and translate them into actual solvable puzzles.
So after that, the next thing to do would be getting the puzzle stuff implemented along with map transitions.

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Fervir
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« Reply #449 on: July 22, 2016, 03:57:20 PM »

Got a simple map transition in as well as some simple dungeon stuff.
Next is more dungeon puzzle stuff, maybe NPCs and fun textboxes

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Fervir
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« Reply #450 on: August 23, 2016, 10:07:26 AM »

I've worked on a giant list of enemies to design and I have now started streaming the spriting process on twitch at

twitch.tv/fervire

I'll try to stream every day or so, so check out the stream sometime



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« Reply #451 on: August 24, 2016, 06:50:24 AM »

The Lizard and snail are really cool! How many monsters are you going to have? If they are all animated, that's going to be loads of work.
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Fervir
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« Reply #452 on: August 26, 2016, 05:40:58 AM »

Shooting for 100 but may fall short of that.
I'm very comfortable with animation and I've chosen a perspective where I only have to draw two angles, so it's just twice as much work at a platformer I guess.

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« Reply #453 on: August 26, 2016, 09:31:32 AM »

100 is a lot!

Van Gogh painting enemy? Firebird and amphibious spear man look cool. Sandhole worm looks pretty WIP-y though.

Spear guy kinda reminds me of this guy (Dragon warrior monsters GBC)


That was my favorite monster for a long time. I always loved reptilian or amphibian looking dudes.
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Fervir
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« Reply #454 on: August 28, 2016, 07:26:22 AM »

Yeah, 100 is the goal, lol.
I want this game to be all about combat and exploring.
The combat system is real important and many enemies are needed to go up against whatever builds you come up with.
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« Reply #455 on: August 28, 2016, 10:34:53 AM »

The actual gameplay seems very interesting, but the art style puts me off a bit. You're kind of halfway between a handheld pixel aesthetic and a more modern one...

I'll keep my eyes on this. Do you have any youtube videos of combat perchance?
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« Reply #456 on: August 28, 2016, 03:31:41 PM »

Saw you mention the weap select radial menu on Twitch but only just saw that you'd posted previews of it working over here. It looks great, it seems like it works well in the moment.
I wonder how it feels to use it in a faster paced encounter or in a more claustrophobic environment than the ones you've shown here.

This is looking fantastic, good luck achieving your dream of a 100 enemies.  Hand Thumbs Up Left
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Fervir
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« Reply #457 on: August 28, 2016, 07:22:30 PM »

@TheFundamentalDelta

Yeah lol, the game has been in dev for long enough that I still have some art in the game from when I first started to the art that I recently did and then everything in between.

Here's a combat vid from the most recent prototype.




@Eluardian
Thanks, thanks!
I found a good way to setup my controls thanks to the radial weapon select and it should allow you to use a lot of different weapons without having to pause the game.
The weapon system has definitely evolved a lot since the first prototype
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« Reply #458 on: August 28, 2016, 07:47:11 PM »

Here's a combat vid from the most recent prototype.

That looks awesome! Very intense combat!
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« Reply #459 on: August 31, 2016, 07:11:24 PM »

Redesigned enemies.
I think I'm at around 42 enemies designed now.
58 to go?

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