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TIGSource ForumsCommunityDevLogsLeilani's Island
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DrDerekDoctors
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« Reply #160 on: September 14, 2015, 01:54:24 PM »

I am ashamed that I haven't replied to subscribe before now. Shameful, considering I've been watching it from the off. So nice! Smiley
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Raku
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« Reply #161 on: September 14, 2015, 08:41:53 PM »

Every time you post a gif, I get excited to play again, the physics and all of these interacting objects and items look so fun to play around with! Keep up the good work!
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« Reply #162 on: September 18, 2015, 08:42:55 AM »

I love all the object interaction! Objects bouncing into each other and off each other, rolling stuff into other stuff. Looks like it'll be ripe for emergent smiles!
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« Reply #163 on: September 19, 2015, 01:27:37 PM »

this game keeps looking better and better, not gonna lie it's a huge inspiration right now. keep rockin!
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« Reply #164 on: September 19, 2015, 01:55:32 PM »

The pixel work looks absolutely gorgeous, even better in motion, why the widescreen-ish resolution, tho?
400x240 is a bit odd.
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« Reply #165 on: September 19, 2015, 02:21:42 PM »

The pixel work looks absolutely gorgeous, even better in motion, why the widescreen-ish resolution, tho?
400x240 is a bit odd.

I don't mind it, Shovel Knight used that res with great success.
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« Reply #166 on: September 19, 2015, 03:11:10 PM »

Yeah, widescreen makes perfect sense for a sidescroller?

Looking better with each update and it already looked super cool from the start.

Have you thought about bosses?
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« Reply #167 on: September 19, 2015, 07:38:29 PM »

This is just sooo good! Gives me warm fuzzy feelings remembering 2D platformers of yesteryear. I can't wait to see more.
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Ishi
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« Reply #168 on: September 19, 2015, 11:48:46 PM »

Ooh thanks everyone for the nice comments! Smiley

The pixel work looks absolutely gorgeous, even better in motion, why the widescreen-ish resolution, tho?
400x240 is a bit odd.

I don't mind it, Shovel Knight used that res with great success.

The game originally started off at Gameboy res (160x144) but I changed it to widescreen pretty quickly - it does work better for the gameplay, especially the rolling mechanic since that is biased towards sideways movement.

And yeah, it's the same resolution as Shovel Knight and the 3DS Smiley

It's not exactly 16:9, but the game tends to have black borders anyway as it only scales up in multiples of the original resolution. So on a 1920x1080 monitor the game is 1600x960. That's not final behaviour but it's how it currently works.

Have you thought about bosses?

Yeah I've thought about them but no concrete plans yet. I want to totally finalise the core gameplay and skills first, and then tailor the bosses towards them.
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« Reply #169 on: September 20, 2015, 12:00:35 AM »

I read somewhere, that Shovel Knight uses that resolution, too, but 400x240 is not 16:9. It's 5:3 (25:15 16x16 tiles). And one pixel is 4.5 px high on a HD screen (1920:1080). Mathematically it's 4.8 px wide. How does this work? Are the pixels rectangular? Are there any black borders? Or is a part of the game screen cropped?
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Ishi
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« Reply #170 on: September 20, 2015, 09:40:52 AM »

I read somewhere, that Shovel Knight uses that resolution, too, but 400x240 is not 16:9. It's 5:3 (25:15 16x16 tiles). And one pixel is 4.5 px high on a HD screen (1920:1080). Mathematically it's 4.8 px wide. How does this work? Are the pixels rectangular? Are there any black borders? Or is a part of the game screen cropped?

I don't know what Shovel Knight does (haven't played it on PC). As for how Leilani handles it, see my previous post Smiley

---

It's about time for my weekly update! There's not too much to show this week - I've only had time for some small tweaks. One of those tweaks is that when Leilani is big she can now roll into two blocks at once, which feels pretty satisfying and gives you a good feeling of increased power compared to small Leilani!



There will be added effects when big Leilani is rolling which will indicate the slightly extended area of impact.

SVN Server

My weekend has mainly been devoted to setting up this - it's a local SVN server running on a Raspberry Pi. It'll be really useful for managing my work on Leilani and will let me switch between my laptop and desktop more easily without the tedious zip + dropbox process.



I've barely used Linux before, so it was quite a learning experience!

My plan this week is to continue with various tweaks and to start getting back into level design. I'll be busy at work but will try my best to keep making progress!
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« Reply #171 on: September 24, 2015, 02:49:10 AM »

I adore this game

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Jasmine
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« Reply #172 on: September 24, 2015, 06:25:31 AM »

I adore this game



ALLLLL the yes'es.
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Ishi
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« Reply #173 on: September 24, 2015, 10:41:19 AM »

Wooah that's fantastic, thank you! Coffee I'm working overtime right now and that really made my day Smiley
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« Reply #174 on: September 24, 2015, 09:21:06 PM »

Stalked you on Twitter a bit a while ago then found this devlog... game looked really good. Very Super Mario World in a way (in a good way...) Most of all it looks like a lot of fun!
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FK in the Coffee
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« Reply #175 on: September 24, 2015, 10:05:59 PM »

I adore this game


This is incredible and so is this game

You've got game feel down to a science with this one, Ishi.
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« Reply #176 on: September 25, 2015, 09:07:36 PM »

I adore this game



Seeing this is making me even more hyped for this game!
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« Reply #177 on: September 27, 2015, 09:57:56 AM »

Hello all Smiley

Obstacle Course!

This week I put together an obstacle course level using my test environment graphics. It's a linear course that tests your ability to do various rolls and jumps. I don't think something like this would end up in the final game, but I want to get more people testing the game out (in person for now) and this is something they can have a go at. The collectable shells are a kind of high-score for the level, which is the role the will probably play in normal levels too.



I also added a new feature to my debug view - a Mario Maker-inspired trail! Sometimes it's handy to see the exact path that Leilani moves along, for placing trails of shells or seeing what kinds of jumps are possible.



For next week I'm working on checkpoints and animations / transitions for dying and restarting. Thanks for reading Smiley
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« Reply #178 on: September 27, 2015, 01:28:33 PM »

I want to get more people testing the game out (in person for now)

I was about to ask. </3

Anyway, I love this project, the controls and gameplay are pretty spot on. I don't know if this has been asked, but will there be controller support?
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« Reply #179 on: September 27, 2015, 03:14:21 PM »

The collectable shells are a kind of high-score for the level, which is the role the will probably play in normal levels too.
That and subtly guiding the player to take certain paths / jumps? (COUGH DONKEY KONG COUGH COUGH)


Looks great, as usual!  Hand Thumbs Up Left
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