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TIGSource ForumsCommunityDevLogsKerfuffle
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Author Topic: Kerfuffle  (Read 97705 times)
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« Reply #80 on: December 30, 2014, 11:39:51 AM »

Are you going to keep the camera zoomed in like the alpha, or smaller characters like the gif?
I prefer the zoomed out feel.

its a full screen capture, thats scaled down in the post. open the image in a new tab for the full image.
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Canned Turkey
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« Reply #81 on: December 30, 2014, 11:45:25 AM »

oh okay.
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« Reply #82 on: December 30, 2014, 02:43:59 PM »

I will lurk here.
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« Reply #83 on: December 30, 2014, 10:34:09 PM »

I will lurk here also.
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« Reply #84 on: December 30, 2014, 11:38:55 PM »

Lurking.

Makes me think of Super Smash Brothers, are you thinking of adding similar mechanics like knockback etc.?
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« Reply #85 on: December 31, 2014, 05:46:32 AM »

Other than some items, I have no intentions of making it like Smash at all.
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« Reply #86 on: December 31, 2014, 07:25:47 PM »

Nice to see you're expanding on this. Will be following.
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« Reply #87 on: December 31, 2014, 08:41:57 PM »

today i learned kerfuffle is an actual word.
i thought it was just a random mash of letters put together that made a fun sound
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« Reply #88 on: January 01, 2015, 01:45:52 PM »


Added shields. They only block one attack before the shield is destroyed, and you cannot use it again during your current life. When you respawn you get a new shield.

If you hit someone who has their shield up, the shield breaks and the attacker gets knocked away and stunned for 2 seconds. You can be killed while stunned, but there are a lot of variables involved. Such as bouncing the right way for your opponent to chase you down and be able to hit you before you recover.

As you can see, whenever you attack or dash, your shield shuts off if you happen to be holding the button. Currently you just hold a button for as long as you want and the shield stays on. I feel like I will have to change that to a limited time. We will see.

Also you can see me doing a super jump with the shield on, which is a bug that I discovered that is actually super cool. If you hit dash and jump at the same time, you instantly get the extra high dash jump AND you can still block. Kinda cool.
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« Reply #89 on: January 01, 2015, 02:02:44 PM »

Normally I don't like it when big pixels are scaled rotated outside of a grid, but it works well here.
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« Reply #90 on: January 01, 2015, 03:03:22 PM »

Normally I don't like it when big pixels are scaled rotated outside of a grid, but it works well here.

the way the game feels and plays is infinitely more important than if pixels are on a grid.

ill fight anybody who says otherwise.
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lobstersteve
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« Reply #91 on: January 01, 2015, 03:27:18 PM »

Quote
the way the game feels and plays is infinitely more important than if pixels are on a grid. 
  Gentleman
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« Reply #92 on: January 01, 2015, 03:45:29 PM »

Normally I don't like it when big pixels are scaled rotated outside of a grid, but it works well here.
I agree, but where do you see that?
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siskavard
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« Reply #93 on: January 01, 2015, 05:00:50 PM »

I like this I would like to play this
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« Reply #94 on: January 01, 2015, 05:06:25 PM »

I like this I would like to play this

so download it nerd

http://gamejolt.com/games/action/kerfuffle/41092/
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siskavard
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« Reply #95 on: January 01, 2015, 05:43:02 PM »

i meant like, the final... version... one Who, Me?
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« Reply #96 on: January 01, 2015, 06:47:28 PM »

wanna do animations for it? okay cool see you at 8am sharp.
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siskavard
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« Reply #97 on: January 01, 2015, 07:17:56 PM »

I want to, but I am juggling a lot of projects already.

Plus, the movement you have on the player right now is zuper snappy & nice, I wouldn't want to fuck that up.
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« Reply #98 on: January 01, 2015, 07:20:12 PM »

Normally I don't like it when big pixels are scaled rotated outside of a grid, but it works well here.
I agree, but where do you see that?

The graphics are at a smaller resolution than they're being drawn to, so the scaled image is being rotated, not the original sprite. It usually looks really ugly, but I think it fits the style for this game.

Here's an example:

The first is a crappy sprite scaled at 12:1.
The second is rotated (badly) then scaled 12:1, keeping to the original grid, but in most cases looks better.
The third is scaled 12:1 then rotated, loosing the 12x12 grid, but retaining the form, which in the case of this image, and kerfuffle, looks better.

wanna do animations for it? okay cool see you at 8am sharp.

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« Reply #99 on: January 01, 2015, 07:26:26 PM »


Here is an example of what Turko is talking about. (I already have slow-mo programmed in for testing). This is rotation at 10 fps instead of 60, which is what the game runs at.

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