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TIGSource ForumsCommunityDevLogsInterSection - v1.01 released
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Author Topic: InterSection - v1.01 released  (Read 22563 times)
Miziziziz
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« Reply #100 on: May 13, 2015, 01:04:26 PM »

Thanks for the feedback Smiley I'm gonna switch it back.
Funny, when it was mouse controlled everyone suggested keyboard controls, and now that it's keyboard controlled people say I should make it mouse-controlled. Maybe the controls aren't the problem but something else :p
@tinyDino Never thought about click and drag; my first thought is that it seems like an unnecessary extra movement to have to click, but I'll try it out for the sake of posterity.
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Miziziziz
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« Reply #101 on: May 15, 2015, 02:40:21 PM »

One of those level design kind of days
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Miziziziz
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« Reply #102 on: May 15, 2015, 07:23:11 PM »

Really like how this level came out; short and simple

aiming for 30 levels for the beta demo
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Miziziziz
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« Reply #103 on: May 16, 2015, 02:59:32 PM »

Whaa ...!?
I just found out PCGamer wrote about my game almost a month ago:
http://www.pcgamer.com/intersection-is-a-3d-platformer-set-between-2d-worlds/
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Miziziziz
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« Reply #104 on: June 04, 2015, 02:33:12 PM »



making noteboxes that will give little world descriptions
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mzn528
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« Reply #105 on: June 04, 2015, 03:14:34 PM »

The style is beautiful!, the only I notice is probably the color (red/blue) of the boxes, they seem pretty out of place compare to other elements in the game.

Other than that, great job on everything. Keep up the good work! Toast Left
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Noob Game Dev and Pixel Artist, twitter @mzn528

Soul Appeaser, a combat focused story rich ARPG
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Miziziziz
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« Reply #106 on: June 06, 2015, 11:07:42 AM »

thanks Smiley
I chose fluorescent colors for the runes so they'd stand out; I may end up picking less saturated colors in the future


Adding story elements:
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Miziziziz
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« Reply #107 on: June 19, 2015, 11:38:53 AM »

Alright, time for a big update:
There's a new demo out(get it here), and it's probably going to be one of the last before the actual release of InterSection. It's got a lots of new and improved levels, plus some little extra things. Pretty excited and happy with how this is turning out.

Here's some new gifs:






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Cakeprediction
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« Reply #108 on: June 19, 2015, 11:42:31 AM »

So much progress since I last checked out this thread ^^
Keep it up!
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Huge Swords and Tentacles Devlog
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Miziziziz
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« Reply #109 on: September 11, 2015, 02:50:35 PM »

Back from my travels! Getting into the college grind, but managing to get some dev in.

Working on adding in some more dynamic elements:


Also, menu stuff! (finally)
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Vivid Foundry
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« Reply #110 on: September 14, 2015, 12:41:14 PM »

This is absolutely fantastic and looks like a joy to play! Glad that I happen to click on this devlog!

The cyan-colored dynamic elements seem interesting, especially if at harder levels, a certain rotation may bring it to a part of the map you *don't* want to be in!

May I suggest that there is at least a 50% opacity of black under the pop-up text so that the story elements can be read much easier? Some of your backgrounds are quite light or have moving elements behind them, so they are not the easiest to read!
 
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Miziziziz
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« Reply #111 on: September 14, 2015, 02:28:54 PM »

Thank you!
The cyan ones actually just end the level when they connect, they were just static before which looked kind of boring.

Will do! Good suggestion
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Vivid Foundry
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« Reply #112 on: September 14, 2015, 07:44:29 PM »

Ah yes, in that case the cyan blocks read well from afar, given that they are easy to pick out in the distance!

Yay! Looking forward to your continued updates.
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Miziziziz
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« Reply #113 on: September 20, 2015, 05:56:23 PM »

Working on some new mechanics, pretty excited about this one, though I haven't finished programming it all


what do you think of the color scheme of this area btw?
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quantumpotato
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« Reply #114 on: September 20, 2015, 05:59:58 PM »

Working on some new mechanics, pretty excited about this one, though I haven't finished programming it all


what do you think of the color scheme of this area btw?

Hey really glad to see you're still working on this!

The character's brown clothes kind of blend in with the brown platform. Try going for high contrast between the platform & the character? I think bright colors would work better with a dark background, too.
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Miziziziz
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« Reply #115 on: September 20, 2015, 06:20:29 PM »

alright thanks Smiley

also, pictures from when I showed my game at a little tech get-together at my school.




People liked it, but I kept getting differing suggestions:

"make the learning curve smoother" "great learning curve!"
"I think you need to change the way it zooms" "I like the way it zooms"
"change the colors" "I like the colors"

guhhhh  Tired
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stringkiller
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« Reply #116 on: September 20, 2015, 06:23:28 PM »

My brain is officially dead, nice twist to puzzle platforming gameplay!
It's normal to get radically different opinions from people, sometimes you just have to trust yourself and even out the opinions of everyone you ask I guess  Shrug
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< check out the devlog! or Twitter!
quantumpotato
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« Reply #117 on: September 22, 2015, 01:16:22 PM »

Hey, I don't know why but that awesome ludumdare link you tweeted me and the un-rar'd .app file gives me an error "Cannot open this file" on OSX.. I just updated a couple days ago... any debugging ideas? Have you gotten this running on the latest OSX?
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Miziziziz
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« Reply #118 on: September 22, 2015, 06:29:50 PM »

I have a windows machine, so I've never tried. But I will try going to my library and try opening it there. I've never really used OSX honestly, I just export from Unity and hope for the best  Shrug

Have you tried extracting with winrar?

Also, latest gif of new mechanic:
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Miziziziz
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« Reply #119 on: September 25, 2015, 02:47:55 PM »

Made some new art assets:
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