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TIGSource ForumsCommunityDevLogsPosable Heroes - EARLY ACCESS LAUNCH!
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Author Topic: Posable Heroes - EARLY ACCESS LAUNCH!  (Read 13990 times)
freank
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« Reply #60 on: July 11, 2017, 10:02:51 AM »

very original style!
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desdemian
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« Reply #61 on: July 15, 2017, 01:39:02 PM »


Artwork update continues. This week I've been working on the little robot that keeps you company throught out the game.

This robot will be useful for pushing buttons, reaching things in height and even pushing the main character when all animations fail.

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JobLeonard
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« Reply #62 on: July 15, 2017, 01:49:33 PM »

Very cool, in a way it reminds me of Apparatus:

http://aprt.us/





Might be some nice ideas/algorithms in there to plunder for you Wink
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desdemian
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« Reply #63 on: July 15, 2017, 04:19:23 PM »

Thank you, I'll take a look at it.
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desdemian
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« Reply #64 on: July 19, 2017, 03:55:57 PM »

Spent the last week polishing a new demo that include the new artwork. It still has some programmer art (GUI, HUD and Tutorials), but the feel of the ingame is really coming around. Some music is still missing though. Need to work on that.
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desdemian
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« Reply #65 on: July 22, 2017, 05:07:03 PM »

Today I spent most of my time on a little comic. Comics are the way the story is told along the game. In this scene our hero is having a rough landing on the surface of the moon.

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Alce
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« Reply #66 on: July 23, 2017, 07:28:40 AM »

Looks nice! I wonder though if it'd be more natural if the images progressed from left to right instead?
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Aspiring chilean game dev. Likes artsy/experimental stuff.
desdemian
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« Reply #67 on: July 23, 2017, 12:01:46 PM »

Looks nice! I wonder though if it'd be more natural if the images progressed from left to right instead?

I agree. But that level is played from right to left so flipping the comic would add confusion to the player. I rather use the comic to inform the player about the flow of the level.
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desdemian
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« Reply #68 on: July 25, 2017, 07:42:53 AM »

This is the first level were the character can walk around freely. Up until this point most actions were either only by limbs or in zero gravity.

So the player gets used to the physics, this level has low gravity (its located in the moon). This lets the player grab a good impulse without having to do too much force.

So basically trying to not flip over would be the biggest challenge.

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muki
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« Reply #69 on: July 25, 2017, 07:46:36 AM »

Looks really fun!

Kind of a mix of Rag Doll Kung Fu and Toribash
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McMutton
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« Reply #70 on: July 25, 2017, 08:14:48 AM »

This is a really cool idea! As an animator, I approve.
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desdemian
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« Reply #71 on: July 26, 2017, 10:15:32 AM »

Today I worked on breakable objects. There are a few of them around the game. I was thinking of implementing some sort of algorithm that actually breks the object/body/texture, but decided that it was too much effort for the little reward they would give.

So right now each object is made of a fixed number of parts that activated themselves when the parent object is broken.

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desdemian
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« Reply #72 on: July 27, 2017, 11:22:47 AM »

Just trying out some jumping in low gravity.

You can see the simulation running on the back (polygon lines). That runs on a different thread the second the player starts changing poses.

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desdemian
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« Reply #73 on: July 28, 2017, 12:36:23 PM »

Applying a little kung fu to break the glass.

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jtarnoldart
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« Reply #74 on: July 28, 2017, 10:17:23 PM »

This game is going to be one great game to kick back and play. It just seems it would be so relaxing to play. Good luck with it!
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tanner bananer
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« Reply #75 on: July 29, 2017, 07:56:28 AM »

this is hella dope
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RizeoftheSummonds
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« Reply #76 on: July 29, 2017, 08:48:01 AM »

I've never seen this particular art style in video games, done before, resulting in good unique value (compared to other games in the market). Great job. I just hope that the game mechanics are promising as well.
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desdemian
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« Reply #77 on: July 31, 2017, 05:31:28 PM »

Today is a day that nothing works like it should.

So not really too much to report, just this silly gif:

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desdemian
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« Reply #78 on: August 01, 2017, 06:12:51 AM »

Working on AI, it's state based and reacts to your position. I'm having difficulties fightin on the roof because it has to be aware of its surrounding limits and know if an impulse is going to get them to their deaths or not.

So sometimes you just wanna punch it to make it work.

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JobLeonard
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« Reply #79 on: August 01, 2017, 07:05:45 AM »

Poor ragdoll, stuck in a time loop (time trampoline?) getting punched and un-punched repeatedly
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