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TIGSource ForumsCommunityDevLogsNubs' Adventure - I'm done! :)
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Author Topic: Nubs' Adventure - I'm done! :)  (Read 16704 times)
maxl
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« on: September 06, 2013, 03:53:49 AM »



Hand Point Right Hand Point Right Hand Point Right Update: Nubs' Adventure is out on iOS and Android! Hand Point Left Hand Point Left Hand Point Left

Get it here:
App Store: https://itunes.apple.com/de/app/nubs-adventure/id981935578?mt=8
Google Play Store: https://play.google.com/store/apps/details?id=nubs.adventure


Heya! Smiley

Nubs' Adventure is a 2D platformer that takes inspiration from games like Knytt and Metroid, but also Super Mega Worm (yes, I'm serious). You play as Nubs, a little dude who is living a happy life in a small cottage... until some bad dudes show up, destroy his house and kick him down the cliff. Little do they know, Nubs has two friends, a wisp and a bad-ass GIANT WORM! :D In the game, you control both Nubs and his friends in order to find a new home.

Now, I have already started a dev-log at another forum but I would like to double-post my future updates here and there if that's ok.

If you want to see where the game currently is in terms of development, have a look at the other dev-log: http://gamedevelopersrefuge.org/viewtopic.php?t=1315&postdays=0&postorder=asc&start=0

I've also released an annoucement trailer:



Here are some screenshots showing where the game is currently at:










And some vines:
https://vine.co/v/Oz6K15zZQjj
https://vine.co/v/Ou0FzjPHreB
https://vine.co/v/OuPYelWeQgD
« Last Edit: June 03, 2015, 11:47:42 PM by maxl » Logged

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« Reply #1 on: September 06, 2013, 05:09:06 AM »

Seems real charming.
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maxl
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« Reply #2 on: September 07, 2013, 01:38:13 PM »

I've been working on pipes which transport our hero to otherwise unreachable places: through walls, through deep water, ...

Animated GIFs seem to be en vouge, so here's a clip:
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« Reply #3 on: September 07, 2013, 01:41:33 PM »

Neat, like Mario Tongue
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« Reply #4 on: September 08, 2013, 08:34:24 AM »

Neat, like Mario Tongue
Kinda, yeah! Smiley Thanks for your comments!
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« Reply #5 on: September 24, 2013, 11:55:11 AM »

I've been working on a lot of things, but not many are visually interesting...
But I did continue to work on the visual ambiance in the grass areas, adding clouds and better particle effects:
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« Reply #6 on: September 24, 2013, 12:08:43 PM »

This looks really cool, deserves more attention than it's getting.

Those clouds look a little terrible though -- why not do them in the same geometric patterns as the background layers?
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« Reply #7 on: September 25, 2013, 07:30:09 AM »

This looks really cool, deserves more attention than it's getting.

Those clouds look a little terrible though -- why not do them in the same geometric patterns as the background layers?
Thanks! Smiley
The clouds are not much more than placeholders. They are in fact taken from my last game and just put in to test the parallax effects. The idea with the simple geometric clouds is a very nice one!
Man, calculating things like where clouds should spawn and disappear is not easy with parallax layers.

In general, art is not my strong suit. I'm really just a programmer and whenever I draw, I mostly have no idea what I'm doing and just put pixels until it looks ok.  Shrug
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« Reply #8 on: September 25, 2013, 07:36:35 AM »

I like those tubes. A critique: there's grass growing underground.
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« Reply #9 on: September 30, 2013, 07:11:51 AM »

I've redesigned the worm to look more defined and not so simplistic as before. I tried to mimic dragon scales a bit. Here's how it looks:

Here is it in action (beware, big GIF):
www.imake-games.com/nubs/developmentScreenshots/newWorm.gif
Quote
there's grass growing underground.
That is/was semi-intentional... but the more I think about it, the less I like it. Wink
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« Reply #10 on: October 15, 2013, 12:52:15 PM »

I'm working on the part of the game that will take place in the clouds:

It's very much WIP and things might change completely, but mechanically, I've a rather clear vision where this should go. As always, I'm having a difficult time channelling my thoughts into something visually pleasing. Trial-and-error mode engaged!
In the GIF, you can see a mechanical thing that's an already fully working "sky elevator". You can take it to go down to the surface again. On the right of Nubs is an active teleporter that he could also use to beam to another teleporter. On the far right are moving clouds he can hop on to reach higher places... but they're not looking too good yet. The red things on the far left are just mines. Smiley

Also, I'm trying out jRebel. It's not as awesome as I'd like it to be as it can't hotswap everything, but still a lot more than default Eclipse hotswap.
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« Reply #11 on: November 03, 2013, 01:57:58 PM »

What secrets do these magical pillars hold?


I'm working on the game, I swear! Smiley
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« Reply #12 on: November 03, 2013, 02:40:08 PM »

I'm really digging the amount of ambient particles you have floating about. Nice and atmospheric.
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« Reply #13 on: November 03, 2013, 03:01:33 PM »

I second DrunkDevs' statement. Those particles are pretty.
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« Reply #14 on: November 04, 2013, 01:39:50 AM »

Thanks! Particle effects are my way to make things juicy. Smiley
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« Reply #15 on: November 04, 2013, 02:17:03 AM »

I've been working on a lot of things, but not many are visually interesting...
But I did continue to work on the visual ambiance in the grass areas, adding clouds and better particle effects:


I really like your simple but effective water effect  Beer! (and this game, of course)
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« Reply #16 on: November 08, 2013, 12:04:14 PM »

Opening a "sign gate":
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« Reply #17 on: November 28, 2013, 08:18:14 AM »

Haven't done an update in some time, so here's what I'm working on:
I've started implementing the first flying enemy of the game, it's basically a wasp that shoots stings in a diagonal fashion. Here's it in action:

I've also done a lot of things behind the scenes, including coming up with a pluggable state-machine which I can use to better control my entities in game. A lot of them (the wasp as well) have some kind of state and transitions between states based on time and/or outside actions. I can now give each entity a state-machine, declare its states and the transitions between them and be done with it. Much better and more readable than my previous mess, which had timers and flag-variables all over the place.

Also, I've been redesigning the worm... YET AGAIN! But I DO feel like it's worth it, as it is becoming more and more refined and starts to actually fit in with the rest of the game. Smiley
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« Reply #18 on: December 07, 2013, 03:43:08 AM »

I did work on stuff, I swear! In the meantime, have another screenshot:

Running from a wasp's attack! Smiley
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« Reply #19 on: December 10, 2013, 04:28:46 AM »

I'm working on the cave tileset (finally):
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