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TIGSource ForumsDeveloperPlaytestingNanovoid
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Lazycow
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« Reply #40 on: January 23, 2009, 02:22:00 AM »

@Cymon: What do you mean? If you want to do a coop or if you are interested in testing the library, feel free to send me a mail.

@Dragonmaw: I have played Transcendence and I am adoring its graphics. It guided me a bit graphics-wise, but not with gameplay. Somehow I have lost the plot after playing Transcendence for some time. I was just flying around and didn't know what to do.
« Last Edit: January 23, 2009, 02:49:41 AM by Lazycow » Logged

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Cymon
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« Reply #41 on: January 23, 2009, 08:37:01 AM »

@Cymon: What do you mean? If you want to do a coop or if you are interested in testing the library, feel free to send me a mail.
I mean you're awesome sauce. You wrote a cross platform library that allows you to write a windows program that can then be ported straing to iPhone.

Oh, I'd love to try out that library, but not until Cymon's Games becomes a day job for me. While I've still got a day job I don't have time.
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Lazycow
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« Reply #42 on: January 31, 2009, 03:03:45 AM »

bugs bugs bugs... still no new demo, but here's a teaser:


(hunting and being hunted)

« Last Edit: January 31, 2009, 03:14:44 AM by Lazycow » Logged

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Eclipse
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« Reply #43 on: January 31, 2009, 11:02:43 AM »

bugs bugs bugs... still no new demo, but here's a teaser:


(hunting and being hunted)



it is supercool but:

make those explosions in additive blending*  Cry

*Eclipse can't do anything but hate games using not trasparent explosions with black borders
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Jared C
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« Reply #44 on: January 31, 2009, 05:37:41 PM »

I just found this thread.  WTF

AMAZING work, Lazycow!
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Lazycow
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« Reply #45 on: February 17, 2009, 10:12:46 PM »

@Eclipse: my platform independence does not allow blending at the moment. Huh? But I usually try to come along with this by removing the dark pixel outlines. So how about that:
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« Reply #46 on: February 18, 2009, 04:20:52 AM »

impressing.
Personnaly i'd like the eplosion to be bigger, after all it not a bean can that is exploding!
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« Reply #47 on: February 18, 2009, 01:34:32 PM »

Explosion definitely needs to be bigger. Also, there is currently no reason to stop firing. Maybe the right mouse button could make you go faster then the left.
« Last Edit: February 18, 2009, 01:47:51 PM by Candlejack » Logged
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« Reply #48 on: February 18, 2009, 01:50:39 PM »

impressing.
Personnaly i'd like the eplosion to be bigger, after all it not a bean can that is exploding!

I'd prefer having 3 small explosions in a row :D
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Lazycow
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« Reply #49 on: February 26, 2009, 03:44:22 AM »


Ok, here's a bigger explosion. What about that?
@Candlejack: Increasing speed with right mouse button is a nice idea! I will give it a try.
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« Reply #50 on: February 27, 2009, 12:00:42 AM »

Very nice! And iPhone support is ambitious. I really hope the final PC version has a keyboard-control option, though. This mouse thing is really awkward. Keep up the good work!
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« Reply #51 on: February 27, 2009, 11:32:51 AM »

It would look better if the explosion animation was overlaid onto the sprite at least until the whole sprite is overlapped to avoid the jarring visual effect of the ship just disappearing.  And the explosion not moving is kinda weird.
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Jared C
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« Reply #52 on: February 27, 2009, 12:45:49 PM »

Hmm... maybe is the ship had sort of an imploding animation first, it would look a lot less weird.
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nihilocrat
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« Reply #53 on: March 03, 2009, 11:14:13 AM »

Still looking forward to this game!

Some sort of combination of overlays would probably be best. Maybe a set of small explosions go off, then a huge one which overlaps the entire sprite, and the sprite gets removed at the specific key frame when the explosion is at its largest.
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« Reply #54 on: March 03, 2009, 08:11:00 PM »

Still looking forward to this game!

Some sort of combination of overlays would probably be best. Maybe a set of small explosions go off, then a huge one which overlaps the entire sprite, and the sprite gets removed at the specific key frame when the explosion is at its largest.

That's the way to go, I say. Seeing the classic small-explosion sequence leading up to a huge destructionifying 'splodipation all at my hands would be a nice thing.
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Lazycow
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« Reply #55 on: May 01, 2009, 09:43:11 AM »

Yes, the project is still alive. Tentacle-handling is just "a bit" more complicated than expected...  Screamy
But seems like I am back on track now. So don't come to close to space-aliens with tentacles:


"bodycheck"

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vdgmprgrmr
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« Reply #56 on: May 01, 2009, 11:54:59 AM »

Whew, and here I was thinking I'd never get to play it.

Regarding the tentacle-thing: I notice you went in with 1 health left, got hit, and still had 1 health left. Interesting.
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« Reply #57 on: May 01, 2009, 01:56:48 PM »

wow that tentacle is so awesome!
Will you be able to play as other ships (*cough tentacle cough*) or are you stuck with the basic guy?
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Lazycow
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« Reply #58 on: May 01, 2009, 10:59:23 PM »

@vdgmprgrmr: Yes, damaging was disabled for the movie-clip. In fact, the tentacle-alien gets damaged by the player ship, too. That's not very logical. I wonder how I will solve this.
@Kegluneq: There could be a story mode where you are in control over other vessels for specific missions. But time's my biggest enemy, so maybe not.
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« Reply #59 on: May 07, 2009, 03:19:30 AM »

This is one tasty little game!   Kiss
It looks like it's really developed since the downloadable demo on page 1 too.  I can see what people mean about the lag, but I kinda liked it. It gave the sense that the ship had to be thrusted into the proper trajectory.

Keep up the good work, don't let the fine details overwhelm you, just keep adding substance to your already awesome prototype
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