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April 30, 2024, 11:18:30 AM

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TIGSource ForumsCommunityDevLogsChickenSword
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Mig (@wtfmig)
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« Reply #220 on: March 11, 2015, 10:55:43 PM »

New Aerial Strike



This is the new basic aerial strike. It's easier to execute than the directional attacks were, and much
more satisfying as you buzz-saw through endless enemies, leaving only corpses in your wake!
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Mig (@wtfmig)
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« Reply #221 on: March 13, 2015, 12:04:59 AM »

Just gonna sneak this in here real quick.... death by eggs is probably op

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marcgfx
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« Reply #222 on: March 13, 2015, 02:26:32 AM »

only if the enemies are wimps Wink if the mechanic is fun, make stronger opponents!
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Rat Casket
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« Reply #223 on: March 13, 2015, 04:37:34 AM »

image not centered. pig disgusting.
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LightEnt
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« Reply #224 on: March 13, 2015, 07:09:39 AM »

the sheer ridiculousness of this game makes me smile
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~Light

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Mig (@wtfmig)
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« Reply #225 on: March 13, 2015, 10:57:36 AM »

image not centered. pig disgusting.

butthole
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Mig (@wtfmig)
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« Reply #226 on: March 13, 2015, 11:23:09 PM »

Redid my whole tileset to de-emphasize the deadzones. It really helps the actual scenery pop. Here's a flipping bird combo



Holy what?
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Rebusmind
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« Reply #227 on: March 13, 2015, 11:59:40 PM »

Why haven't I seen the devlog before? Follow!
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<a href="http://www.indiedb.com/games/life-on-mars" title="View Life on Mars on Indie DB" target="_blank"><img src="http://button.indiedb.com/popularity/medium/games/65022.png" alt="Life on Mars
Mig (@wtfmig)
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« Reply #228 on: March 14, 2015, 12:25:59 AM »

Why haven't I seen the devlog before? Follow!

It's hidden.
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wizardfu
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« Reply #229 on: March 14, 2015, 01:02:16 AM »

Definite follow! love the art, concept and can't wait to play it! Nice job, Mig.
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JobLeonard
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« Reply #230 on: March 14, 2015, 03:20:10 AM »

It looks great as always!

I'm a bit concerned by the readability of the level though, in the sense that the computer looks like it is in the background, and then you suddenly can land on top of it.
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Mig (@wtfmig)
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« Reply #231 on: March 14, 2015, 04:59:38 PM »

It looks great as always!

I'm a bit concerned by the readability of the level though, in the sense that the computer looks like it is in the background, and then you suddenly can land on top of it.

My gifs are all zoomed in
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Mig (@wtfmig)
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« Reply #232 on: March 19, 2015, 12:29:05 AM »

Boss Scripting


Had a real, "duh" moment.


Being new to game dev, I have severe ah-hah moments where I realize I was over-complicating something simple. Most platformers have extremely simple AI behavior (if you can even call it that), and I was trying to re-invent the wheel before.

I'm finding that having simple behaviors combined with timers results in a much more classical, if not predictable, feeling. Complexity can come from combining a variety of simple behaviors instead of starting from a point of complexity. This is starting to feel ranty...
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oldblood
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« Reply #233 on: March 19, 2015, 05:29:13 AM »

This is starting to feel ranty...

You've clearly never been to my devlog.

Nice work on the boss, you're exactly right. Having the player discover patterns and timing in a boss battle is sometimes all you need to create a memorable boss.
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marcgfx
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« Reply #234 on: March 19, 2015, 05:48:55 AM »

there's nothing bad about reinventing the wheel, unless you are bound by deadlines Wink and don't mind when you finish.
I would be interested to know which "wrong" direction you were headed. the boss is looking sweet!
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Grog
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« Reply #235 on: March 19, 2015, 06:34:59 AM »

My guess would be attempting to create legitimate (albeit simple) AI vs. implementing various patterns that enemies can follow.

If that's not it Id' be interested in hearing as well!
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tjpalmer
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« Reply #236 on: March 19, 2015, 07:26:18 AM »

I do research in AI, but I'm going super simple on the AI in my current game project (which I hope to get something done on one of these weeks). I think there's no problem at all with going simple (and even predictable), depending on the needs of the game.
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diegzumillo
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« Reply #237 on: March 19, 2015, 07:29:21 AM »

Oh goodie! this is nice.
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Mig (@wtfmig)
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« Reply #238 on: March 19, 2015, 09:41:41 AM »

Yeah, you guys nailed it. I was 'trying too hard' to make AI actual AI. Contra-style pre-scripted encounters are almost always more interesting than Call of Duty AI that knows what you're thinking.
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Grog
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« Reply #239 on: March 19, 2015, 10:08:29 AM »

Exactly. I've come to realize the same thing. Creating enemies with a couple unique patterns, and to make things interesting, combine different enemies with different patterns to create interesting scenarios.
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