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TIGSource ForumsCommunityDevLogsMonsters X monsters [ Android / IOS Released ]
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wonman321
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« Reply #20 on: October 29, 2015, 12:09:39 AM »

--- UPDATE ---

Now we are working on New Modes and Service system
Also making animation the rest heroes.

-- Re-balanced some units, heroes, spells
-- Re-balanced Survival mode
-- New heroes added
-- Test Arena mode
-- Leaderboard added
-- IAP, banner, ads ...etc added
-- Tower destroy animation added
-- Improved UI
-- Fixed bugs


If you are interesting in our project. Follow us on:

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« Last Edit: October 29, 2015, 12:56:57 AM by wonman321 » Logged

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Ashedragon
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« Reply #21 on: October 30, 2015, 06:17:52 PM »

The art is gorgeous. I love it.
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« Reply #22 on: October 31, 2015, 12:32:18 AM »

The animations are superb.
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wonman321
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« Reply #23 on: October 31, 2015, 06:20:28 AM »

The animations are superb.
The art is gorgeous. I love it.

Thanks guys. We are trying our best to make the game great.
Focusing on gameplay/design/animation. A bit weak at UI

Working on new hero
Fox hunter



If you are interesting in our project. Pls follow us (y)
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Esti
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« Reply #24 on: November 02, 2015, 05:02:01 AM »

Sooo good. The game looks really awesome and fun. The character designs are outstanding.

I would hide the numbers tho. I'm worried about being overwhelmed with so much stuff on the screen and specially if it is a mobile game.
Other than that I think the hexagon UI and cooldown indicators are kind of off putting in comparison.

Just throwing my little feedback out there Gentleman
« Last Edit: November 02, 2015, 05:24:59 AM by Esti » Logged

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crusty
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« Reply #25 on: November 02, 2015, 05:32:03 AM »

The pixel art is incredible.

I would hid the numbers tho. I'm worried about being overwhelmed with so much stuff on the screen and specially if it is a mobile game.

Perhaps the dmg numbers are placeholder and you are already looking into it, but I feel that those would be an easy target for some iteration.  I think you could dial up the aesthetic significantly by working on those ugly numbers.  I think that the overlap is an issue, as well as the readability of the font.  Consider using an outlined font as it is proven to be much more readable across different backgrounds.  I would also think about scaling and moving the numbers on curves -- having the velocity drop off and the number fade away would be nice.  You could even rig up a system that finds coord targets for them to move to such that they never overlap, and you could think about emphasizing the really big numbers (so the player knows and feels rewarded when his "champion" units get off a big attack!)

I want to see more!
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« Reply #26 on: November 02, 2015, 05:33:17 AM »

Well, it seems that my partner did it faster than me this time.

Just saw the devil on your post and have to say that the game looks fun, but the art style is simply amazing;  especially fx and character animation. I love how every animation looks traditional (done frame by frame), with high a level of detail Smiley

Which tools do you guys use to animate? Im actually working on flash with a plugin but im not 100% satisfied with the results :/
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« Reply #27 on: November 02, 2015, 05:38:31 AM »

Also I think those word-art-looking comic onomatopoeias ("splat", "thwack", etc.) are kind of whack, no pun intended.  To my eye they seem a completely different (and incongruous) style than the beautiful unit artwork.
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wonman321
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« Reply #28 on: November 02, 2015, 06:54:55 AM »


I would hide the numbers tho. I'm worried about being overwhelmed with so much stuff on the screen and specially if it is a mobile game.
Other than that I think the hexagon UI and cooldown indicators are kind of off putting in comparison.


The pixel art is incredible.

Perhaps the dmg numbers are placeholder and you are already looking into it, but I feel that those would be an easy target for some iteration.  I think you could dial up the aesthetic significantly by working on those ugly numbers.  I think that the overlap is an issue, as well as the readability of the font.  Consider using an outlined font as it is proven to be much more readable across different backgrounds.  I would also think about scaling and moving the numbers on curves -- having the velocity drop off and the number fade away would be nice.  You could even rig up a system that finds coord targets for them to move to such that they never overlap, and you could think about emphasizing the really big numbers (so the player knows and feels rewarded when his "champion" units get off a big attack!)

Thank you guys for your very detail feedbacks and solutions. It is great ideas. After finishing all heroes we will try our best to improve the interface/UI make it clear and good. I will update as soon as possible. Wont let you guy down

Just saw the devil on your post and have to say that the game looks fun, but the art style is simply amazing;  especially fx and character animation. I love how every animation looks traditional (done frame by frame), with high a level of detail Smiley

Which tools do you guys use to animate? Im actually working on flash with a plugin but im not 100% satisfied with the results :/

Actually we are using Asesprite to make animations. It is made to support pixel art.  Smiley Hand Thumbs Up Right

Also I think those word-art-looking comic onomatopoeias ("splat", "thwack", etc.) are kind of whack, no pun intended.  To my eye they seem a completely different (and incongruous) style than the beautiful unit artwork.
Yes, you are right. They are made at the begin of the project. So they look completely different. We will remake them soon and post the result.

Right now, we are working on the last heroes. We also have some update heroes after the game release. But we will spend more time to balance and improve the UI, gameplay system.

Once again thank you guys very much. It is very important and helpful to us.
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wonman321
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« Reply #29 on: November 03, 2015, 04:21:18 AM »

--- A little update ---

--UI improvement (base on some feedbacks)
--Effects added
--Test balance stuff

Here is the victory animation:
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« Reply #30 on: November 04, 2015, 05:08:31 AM »

These animations!  Kiss Kiss
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« Reply #31 on: November 04, 2015, 07:16:42 AM »

Ok, this devlog is a goldmine of delicious pixel animation. And the game looks neat too! Following!
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« Reply #32 on: November 06, 2015, 01:14:11 AM »

Following this indeed, those animations are amazing, good work!
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« Reply #33 on: November 06, 2015, 09:30:47 AM »

Whoa, whoa! This is really friggin nicely animated. I'm gonna follow this.
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« Reply #34 on: November 06, 2015, 10:27:58 AM »

looks so cool  Waaagh! i want play it
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« Reply #35 on: November 06, 2015, 10:43:00 AM »

cool indeed
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« Reply #36 on: November 06, 2015, 10:43:24 AM »

Goddamn.
Those animations
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« Reply #37 on: November 06, 2015, 06:29:11 PM »

extremely savage
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« Reply #38 on: November 07, 2015, 03:13:52 PM »

These animations have so much weight to them, amazing work!
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wonman321
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« Reply #39 on: November 07, 2015, 10:05:28 PM »

My Gosh. I cant believe it. Thank you all guys. We will keep moving forward and work harder   Cool

--- A LITTLE UPDATE ---
[/b][/size]

-- UI improved (shop, reward, victory, defeat, New mode logo...)
-- Fix bugs
-- Adding UI effects
-- Adding the rest heroes

Here are some GIFs



Random hero skill  Smiley


If you are interested in our project, pls follow our channels  Hand Thumbs Up Right Hand Thumbs Up Right

Twitter | Facebook | Tumblr | Moddb
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