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1411276 Posts in 69323 Topics- by 58380 Members - Latest Member: bob1029

March 28, 2024, 11:31:13 AM

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TIGSource ForumsCommunityDevLogsPainters Guild [OUT NOW]
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AD1337
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Lucas Molina


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« Reply #20 on: June 29, 2013, 08:07:24 PM »

Thanks guys.

I'll try my best to procedurally generate the paintings, I think it will be fun to do that.

Now instead of progress circles getting removed they merge into a bigger circle that is worth more for progress and painting quality.

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Conker534
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« Reply #21 on: June 29, 2013, 08:21:30 PM »

Looks sick!
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AD1337
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Lucas Molina


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« Reply #22 on: June 29, 2013, 08:32:25 PM »

Thanks!

Icons instead of blue circles.

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Armageddon
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« Reply #23 on: June 29, 2013, 09:02:20 PM »

And now you have conflicting pixel resolutions. Sad
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Conker534
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« Reply #24 on: June 29, 2013, 09:25:24 PM »

I'm pretty sure they're just placeholder arts
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moi
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DILF SANTA


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« Reply #25 on: June 29, 2013, 10:13:26 PM »

I don't think it's conflicting resolutions if he just zooms the pixels 2X
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subsystems   subsystems   subsystems
Scott
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« Reply #26 on: June 29, 2013, 10:54:00 PM »

Hey this is neat man!
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AD1337
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Lucas Molina


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« Reply #27 on: June 30, 2013, 07:53:15 AM »

Thanks guys!

Merging juice. I still have no idea if this is a good mechanic. Probably not.

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mushbuh
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« Reply #28 on: June 30, 2013, 08:04:09 AM »

so hardcore they paint behind them

I think its a good mechanic, but you should make them shaped like puzzle pieces that fit together, or some way to figure out they match without having to try all combos first
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AD1337
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Lucas Molina


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« Reply #29 on: June 30, 2013, 08:07:03 AM »

so hardcore they paint behind them

I think its a good mechanic, but you should make them shaped like puzzle pieces that fit together, or some way to figure out they match without having to try all combos first

Isn't the simple solution to match only if they look the same? That's what I was going for.
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mushbuh
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« Reply #30 on: June 30, 2013, 08:31:55 AM »

ohyeah welp
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Conker534
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« Reply #31 on: June 30, 2013, 10:29:18 AM »

I think its a sick mechanic!
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AD1337
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Lucas Molina


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« Reply #32 on: June 30, 2013, 10:39:10 AM »

Thanks!

Improved the merging juice, now the merged blob gradually becomes bigger.

Also thinking of making the blobs colored brushstrokes. So In this gif you see a bunch of blue brushstrokes. Maybe this way merging can create new colors (blue + yellow = green).

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Conker534
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« Reply #33 on: June 30, 2013, 10:48:32 AM »

When are we going to see actual paintings? :D
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Fervir
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JustLikeMakeGame


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« Reply #34 on: June 30, 2013, 10:59:52 AM »

Looking pretty good.
Looking forward to seeing where this goes.
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AD1337
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Lucas Molina


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« Reply #35 on: June 30, 2013, 12:18:01 PM »

Thanks again. Conker: Some day. I've made a little goals list for the game and devlog:

10% - Working Prototype (sell paintings, other painting mechanics)
20% - Guild Mechanics (place furniture etc)
30% - Artists (Hiring, stats, appearance...)
40% - Commissions
50% - Paiting procedural generation
60% - Teaching & Learning
70% - Sprites, Animations, juice and UI
80% - Menus and options
90% - Sound & Music
100% - Playtesting



Tracking painting progress (number above canvas). Small blue brushstroke is worth 1, big is worth 3.
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Conker534
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« Reply #36 on: June 30, 2013, 02:36:39 PM »

Looks good!
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AD1337
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Lucas Molina


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« Reply #37 on: July 01, 2013, 09:42:48 AM »

Recap monday!



Made floor, draggable artists, paintings and painting mechanics with merging brushstrokes.
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darkhog
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« Reply #38 on: July 02, 2013, 03:47:53 PM »

You should make separate sprite for "big" stroke. Those out-of-scale pixels look ugly, you should keep scale factor same for all sprites.
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CryingGhost
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« Reply #39 on: July 04, 2013, 11:23:42 AM »

You might want to make the brushstrokes prioritize which brushstrokes they will merge with, so the player gets the most amount of points possible.

Also I think the out of scale pixel thing is fine, but that's just me.
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