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Rat Casket
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« Reply #80 on: November 26, 2014, 08:09:31 AM »

you know what else is really jarring?

preserving fruit.
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tuaarita
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« Reply #81 on: November 28, 2014, 09:20:02 AM »

So it is.

Are you not planning on adding slopes? I'm so conflicted because I want to add them to my platformer but I don't know how to fucking code for shit so I just need this to validate me.

 Beer!
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jctwood
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« Reply #82 on: November 28, 2014, 10:34:13 AM »

 Shocked Beautiful giant monochrome pixels. What are you building this in?
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« Reply #83 on: November 28, 2014, 12:59:30 PM »

This is really beautiful  Kiss
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Rat Casket
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« Reply #84 on: November 28, 2014, 02:44:30 PM »

So it is.

Are you not planning on adding slopes? I'm so conflicted because I want to add them to my platformer but I don't know how to fucking code for shit so I just need this to validate me.

 Beer!

nah slopes would look hella bad at this low res.

Shocked Beautiful giant monochrome pixels. What are you building this in?

game maker studio

This is really beautiful  Kiss

no you are Wink
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« Reply #85 on: November 28, 2014, 08:24:05 PM »



stompers
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EdFarage
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« Reply #86 on: November 28, 2014, 08:46:04 PM »

love the stompers, nice animation too.
are you planing on shifting the color scheme?
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« Reply #87 on: November 29, 2014, 04:22:50 AM »

That animation is so weighty I love it.
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The Translocator
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« Reply #88 on: November 29, 2014, 07:15:26 AM »

I want to add them to my platformer
It's pretty easy the way I do it, just check if the place *below* where the player wants to move is free, and if not, check where the player wants to move, and if not, check the place *above* where the player wants to move. The maximum pixel slope that can be walked up is then a 45 degree angle-  1 pixel up per pixel left or right- and anything below that will work as well.

For the game: Do the stompers ever stop and stomp, or just walk stompily (is that a word)? A shockwave sending stomp might be interesting... but it might be a little too powerful. I don't know.
Also, I like how jarring the teleport is. It'd probably be jarring in real life too.  Giggle
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« Reply #89 on: November 29, 2014, 09:47:19 AM »

teleport was just a test thing. idk if we will use it or not. it is too jarring.

stompers shoot lasers at you
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« Reply #90 on: November 29, 2014, 10:56:31 AM »

Couple of things i did to guns today.

here is the game running at 10 fps, 1/6th of its speed. the bullets line up with the gun position during the run animation. this makes you slightly less accurate (by -/+ 1 pixel) while moving. it really shouldnt effect gameplay at all this way but it adds a little something. though, i may add some vertical spread to the bullets to amplify this effect. which may actually effect gameplay.



when you are idle and you start shooting, the animation pauses. when you stop shooting the lil guy stays in this aimed position for 1 second before returning to his idle. again, it doesnt effect gameplay but it just looks nice.

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« Reply #91 on: November 29, 2014, 11:58:51 AM »

Rabbit, please don't take this as me doubting your ability to make an awesome game, but in the extremely rare case you haven't seen it:


(vlambeer "the art of screenshake")
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« Reply #92 on: November 29, 2014, 12:28:48 PM »

already got screenshake do you even read the thread omg turky
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« Reply #93 on: November 30, 2014, 02:35:26 PM »



some hit effects.

might just rip off the gibs from star guard 100%
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The Translocator
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« Reply #94 on: November 30, 2014, 02:48:42 PM »

What you should do is split the stomper down the line and have both halves lie on the ground seperately... And make the eye fall out.
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« Reply #95 on: November 30, 2014, 02:52:20 PM »

that would also be good
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joseph ¯\_(ツ)_/¯
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« Reply #96 on: November 30, 2014, 03:08:34 PM »

This is a ~polish~ thing and all but imo its a priority:

nobody is going to fall for it if you're just gonna make the enemy vanish on death and spawn a tiny particle FX near where it used to be

having items deleted off the screen in front of you looks/feels yucky, hide it with bigger/better/more fx.
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« Reply #97 on: November 30, 2014, 03:23:27 PM »

The dashing and teleportation actually seem very unpredictable and they don't seem like they would feel good. Something tells me that it would probably be a very unreliable way of getting where you want to go because of the lack of indication where you'll end up and the error rate resulting from that.
I haven't actually played it though.
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« Reply #98 on: November 30, 2014, 03:33:47 PM »



some hit effects.

might just rip off the gibs from star guard 100%

How come the muzzle flash vfx doesn't always appear? Are there some frames being skipped in the gif?
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« Reply #99 on: November 30, 2014, 04:02:43 PM »

@joe

duh.

there is a thing called placeholder art, and i have a lot of it.

@Torchkas

neither of those things are even in the game right now, but they were always a set distance and you could only teleport/dash in 4 directions.

@standard

yes. dropped frames in the gif.
« Last Edit: November 30, 2014, 04:35:23 PM by Rabbit » Logged

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