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1411911 Posts in 69430 Topics- by 58477 Members - Latest Member: KriegsHetzer

June 10, 2024, 07:20:25 AM

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TIGSource ForumsCommunityDevLogsLetters from Earth
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Rebusmind
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« Reply #120 on: January 03, 2015, 09:01:30 AM »

Love the vibe of this, although a part of me wishes you would've gone with the Shenmue-like experience.
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kraed
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« Reply #121 on: January 04, 2015, 09:24:50 AM »

Love the look, mechanics and how everything is neatly put into place. Really amazed on how it looks cohesive.

I come back to this thread from time to time and feel i'm learning important dev/creativity essentials somehow.
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Kyle O
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« Reply #122 on: January 07, 2015, 01:52:44 PM »

Love the look, mechanics and how everything is neatly put into place. Really amazed on how it looks cohesive.

I come back to this thread from time to time and feel i'm learning important dev/creativity essentials somehow.

Thank you! I think the most essential of dev/creativity essentials is to do everything slowly. Slow and steady.

Love the vibe of this, although a part of me wishes you would've gone with the Shenmue-like experience.

Part of me also wishes that. Early on in development I was just adding random features and things that I thought would be cool. It was a good way to start off because I am not limited by time or money-- only my own will to complete this game. So ultimately I've cut out the more time consuming parts (e.g. building a living/persistent world that serves merely as the backdrop for the game itself) in order to finish this game before I die. A lofty goal in itself. So maybe next game...

Haha i was just joking.  But if you feel like spoiling something -- do the humans become little dumplings in the future, or is this an alternate little dumpling universe?

I just can't draw very well.
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MereMonkey
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« Reply #123 on: January 09, 2015, 11:52:24 AM »

Dropping in just to say that this continues to amaze me, keep up the awesome work Kyle!
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Kyle O
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« Reply #124 on: January 29, 2015, 04:51:08 PM »

Hey thanks!

Been working on this game but not being very productive. I'm going to hit my stride eventually I bet. I feel like I should post something here. So...

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Kyle O
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« Reply #125 on: May 14, 2015, 04:37:44 PM »

This devlog has been on hiatus. Though I never really stopped working on this game for more than a couple weeks to work on another smaller game. I got addicted to the tweeter.

Let me tell you about how things are going on this project. Things started slowing down the more level design I did. I think my main issue was the fact that my levels aren't laid out on any sort of recognizable grid. It took me around 2 weeks to be satisfied with this level...



It is really slow going. Even on other fronts doing any graphic assets is a pain. Its just a slow process for me-- the whole level design process. Also a lot of people kept commenting on how they thought the main character was a little skull. That isn't really what I intended and I don't like that. Also I want to reinvigorate myself and the project. So I'm redoing all the art... it's basically pixel art-- but I'm basically still drawing with a wacom so maybe it's more like lo-fi art. At any rate smaller sprites and a grid based level design... hopefully making it all more manageable... I guess time will tell...





It's going pretty quick though. I'm aiming for having everything redone in a month.
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Kyle O
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« Reply #126 on: June 13, 2015, 05:07:11 AM »



Pretty much done redoing all the art. I'm really happy with how it all turned out. Now it's time to plow ahead and see if I can get something playable.
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Bluebutton
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« Reply #127 on: June 13, 2015, 09:22:04 AM »

There's a great tone and atmosphere to this game, with some audio I bet it feels alive. Keep going, it's looking great.
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SolarLune
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« Reply #128 on: June 14, 2015, 07:45:28 AM »

The art is different, but still pretty good. The character looks pretty clean - I think his animation could be smoother. Instead of doing a [1,2,3,2] kind of animation, a [1, 2, 2, 3, 2, 2] kind of animation with a bit faster speed might be smoother.

As for level design, I also found it a bit difficult to design levels. I think designing levels in multiples of screen sizes would be helpful - laying them out on a grid helps to make it feel more cohesive and "locked in". If I just designed "willy nilly", it was more difficult to make it all work out.
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Kyle O
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« Reply #129 on: June 20, 2015, 12:44:00 PM »

Thanks for the input solarlune. I keep tweaking the run now. For a long time it was a 2 frame run because I lacked artistic ability. Still sort of do. It takes a long time to get something looking nice.



Happy notes is level design goes so quickly now! Much happiness.
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Vakey Rujevic
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« Reply #130 on: June 20, 2015, 06:18:03 PM »

Really love the art style! Loved the way it looked before, but I like the new art style even better. I applaud you for redesigning it, mainly because it seems like (from your comments) that it is saving you a lot of time.
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chariospirale
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« Reply #131 on: August 27, 2015, 04:23:26 AM »

hyper cool. really good mood.
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