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TIGSource ForumsCommunityDevLogsDevader - swarms of enemies - made in HTML5
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Author Topic: Devader - swarms of enemies - made in HTML5  (Read 52908 times)
Ramos
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« Reply #280 on: November 29, 2020, 12:11:15 PM »

May I put you under a humble interrogation? Case-study wise  Cool


How many wishlists and followers you had before release?
In how long time period you got the WLs and FLs?
How many of them got converted after release?
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marcgfx
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« Reply #281 on: November 30, 2020, 01:14:41 AM »

Sure, but I don't know much...
Wishlists: ~2k
Followers: is this a Steam thing? I don't know. Twitter: ~450?
Converted: No idea where to find out Shocked
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Ramos
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« Reply #282 on: November 30, 2020, 05:01:08 AM »

Sure, but I don't know much...
Wishlists: ~2k
Followers: is this a Steam thing? I don't know. Twitter: ~450?
Converted: No idea where to find out Shocked


Thank you!
On followers, these are people more interested in your game and they not only want to get notified on release(like wishlist people do) but also want to get notified of all updates and posts regarding the game.
You can use this link to check FL from games but it does not say how many they were before release:
https://steamcommunity.com/search/groups/#text=devader
Currently, you have 591 fl.

About Wishlist, you had 2k before release or you have 2k now?

To see the conversion rate you need to go to Steamworks -> Financial Info -> and here you can view much information about wishlist and sales.

Overall are you satisfied with the work involved in the project in balance with the money made so far from sales?
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marcgfx
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« Reply #283 on: November 30, 2020, 06:50:01 AM »

@Ramos:
satisfied... not even a tiny bit Cheesy
but I hope I can make the game good enough for it to be less easy to ignore No No NO. This might be a fools approach, but Durr...?

2k wishlist before release, currently 4.4k and activations at 450.

Does this just look like big black lump of nothing or is it in any way impressive? Asking for a friend.
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vdapps
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« Reply #284 on: November 30, 2020, 10:12:39 AM »

TBH, to me it looks like buggy rendering ? Mainly this black part.
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marcgfx
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« Reply #285 on: November 30, 2020, 01:43:32 PM »

Thank you for your honest opinion Wink I don't quite know what to make of it myself. It's a bit better in motion, but not good.
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marcgfx
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« Reply #286 on: November 30, 2020, 03:27:47 PM »

I just gave it another 20 minutes, I think the "smoke" gives it some depth. I've made the branches connect at a lower position, so there is no gap.

I then spent about 30 minutes trying to convert my mp4 into a webp of sufficiently small size until I eventually gave up and present to you this screenshot:
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vdapps
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« Reply #287 on: November 30, 2020, 04:56:18 PM »

Ok, now that's better, it looks like some alienish bluueaah thing. This time black part looks better (as it's more shaded) and pink part is lacking depth (as it's almost everything pink monocolor).

I can imagine that in motion is totally different story as motion can also add depth, which I can't see in static image.
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JobLeonard
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« Reply #288 on: December 01, 2020, 01:13:28 AM »

Yeah the new version is a big improvement Smiley
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marcgfx
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« Reply #289 on: December 01, 2020, 04:21:35 AM »


I somehow managed to achieve the look I was going for all the time, by simply layering two "paintbrushes". I was not expecting it to work this well Well, hello there!

Now I have to rework the actual gameplay of the boss, it's kind of lame.
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vdapps
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« Reply #290 on: December 01, 2020, 09:03:53 AM »

So now that's perfect. Hand Thumbs Up Left But ufff, that's one disgusting monster or what is it.
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Alain
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« Reply #291 on: December 01, 2020, 10:34:55 PM »

Neat! It is cool to see how the look of the enemy developed over the three screenshots.
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JobLeonard
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« Reply #292 on: December 02, 2020, 01:48:35 AM »

I see a giant head of a possessed snowman in the last screenshot. Which is fitting for the season (if you live in the Northern hemisphere, and I do), even if it's probably a coincidence
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marcgfx
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« Reply #293 on: December 03, 2020, 04:27:40 PM »

@vdapps & Alain : Thank you for the motivation Smiley

@JobLeonard: The boss is partly random-generated so that possessed snow man is a once in a lifetime fluke, next time it could be a possessed vampire.

A recently added feature propels the weapon power-up away from the Devader when it dies. You then have a chance to collect it within 8 seconds, before it disappears forever. I liked the idea and decided to expand on it. Whenever you pick up an armor-container at full health you gain 1 additional permanent HP. This additional HP is lost when the Devader is destroyed. Not any more! It is now also blasted away to be collected within 8 seconds.


A new beastie is in town, the one with legs and a cute little turret. It can place force fields that enemies can shoot through, but the player cannot...
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marcgfx
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« Reply #294 on: December 04, 2020, 04:11:15 PM »


I made these spiky things a while ago. They still just roll around, but I've decided that's fine. I've added dust and destruction and am really happy with how it turned out. The particles are propelled using my guestimated physics.
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vdapps
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« Reply #295 on: December 04, 2020, 04:13:30 PM »

Looks super cool. And this destruction it's cherry on top. Hand Thumbs Up Right
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marcgfx
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« Reply #296 on: December 05, 2020, 03:20:20 AM »

Thanks vdapps Smiley
Another critter has been updated. So far it was just hanging out in my database chilling.
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JobLeonard
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« Reply #297 on: December 05, 2020, 08:32:00 AM »

I second that death animation, the way it turns to dust looks great!
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vdapps
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« Reply #298 on: December 05, 2020, 01:51:10 PM »

Where you got inspiration for bosses? It's just, let's have some lines with procedural movement and it makes this snaky thingy like looking monsters?

Just database of your bosses assets can make for 10 good sci-fi horror movies. Grin
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marcgfx
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« Reply #299 on: December 06, 2020, 02:20:31 AM »

It's a bit enforced by my engine, which does not support texture-swapping. Everything is on a single texture atlas. The main question for me usually is: How do I make something cool without using many images. Most creatures start out as experiments and I tend to work on them until they fit. There is no other outside inspiration really, well maybe bugs/spiders stuff with tentacles Smiley But nothing concrete. I want to make stuff that does not exist so far. I have about 40 critters in alpha state Shocked some of which I have pretty much forgotten by the time I check in on them again.
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