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TIGSource ForumsCommunityDevLogsMainframe One <Mega Man meets Ninja Gaiden> PS4, PC
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Author Topic: Mainframe One <Mega Man meets Ninja Gaiden> PS4, PC  (Read 5188 times)
planckpixels
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« Reply #20 on: October 09, 2015, 01:20:30 PM »

Good night, can we PLEASE see some action shots?  Hand Any Key Kiss

The low-res detail is just ridiculously good. But I want to see if the in-game action looks as juicy! Beg

:D ridiculously good ~ too kind!

You can see some in game action on the website, we have a giant gif up top so you can't miss it! Let us know what you think Smiley

http://mainframeone.absinthegames.com/
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Photon
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« Reply #21 on: October 09, 2015, 07:06:51 PM »

Hand Money Left Shocked Hand Money Right

I saw the juice.

Remember that time I told you things looked too busy?

Yeah, you should totally disregard that.
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planckpixels
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« Reply #22 on: October 10, 2015, 02:22:26 AM »

Hand Money Left Shocked Hand Money Right

I saw the juice.

Remember that time I told you things looked too busy?

Yeah, you should totally disregard that.

Wow! Thanks so much for saying so :D

It has definitely been a delicate balance getting it to this point.
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ZeroTec
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« Reply #23 on: October 10, 2015, 03:45:51 AM »

the super reduced artstyle fucking rocks. looked cool when i saw the first sills, but the animations really sell the whole package. can't wait to see more
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planckpixels
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« Reply #24 on: October 10, 2015, 06:19:45 AM »

the super reduced artstyle fucking rocks. looked cool when i saw the first sills, but the animations really sell the whole package. can't wait to see more

Then more you shall see!!

STAY TUNED...
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planckpixels
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« Reply #25 on: October 10, 2015, 02:45:55 PM »

Hey forgot to mention that I will be putting all gif's and concept art for Mainframe One here - http://nabaroo.com/planckpixels/MAINFRAME-ONE

Will be keeping it pretty up to date with all things pixel so please feel free to stop by and check it out. :D



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planckpixels
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« Reply #26 on: October 11, 2015, 03:20:07 AM »

So here is an example of how we go from a concept design to pixel art for Mainframe One ~



As you can see its a massive leap from concept to in game designs, this giant leap must be kept in mind when we consider creating assets. In fact, one of the biggest artistic challenges of making a game at this resolution is actually turning the concepts into in game assets that still have a recognisable appearance. The designs need to be kept fairly clean and not overly complex so that when they get shrunk down into pixel art they still read well.

In case you missed the Reaper in action on the previous page - here he is below

Search / Shield Deploy / Drone Deploy / Fire Weapon ~
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AbsintheGames
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« Reply #27 on: June 18, 2016, 10:53:38 AM »

Back with a quick update - showcasing the tease for our first boss :D

https://gfycat.com/FrightenedVeneratedGordonsetter

It's been a while but we've been knee deep in development and are trucking along. I know I make for a poor devlog but when we get going we get going and don't really have much time to constantly update with every change.

I do apologize for that.

- Jack
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FK in the Coffee
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« Reply #28 on: June 18, 2016, 11:37:56 AM »

Glad to see this is still alive! Those particle effects are looking pretty immaculate
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AbsintheGames
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« Reply #29 on: June 18, 2016, 07:18:10 PM »

Glad to see this is still alive! Those particle effects are looking pretty immaculate
Thanks!

We've been busy cranking away and I'm fairly horrible at updating logs and the like XD

I had planned to write a lot more throughout development but it's been hectic. Thanks for the kind words!
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AbsintheGames
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« Reply #30 on: June 22, 2016, 06:57:39 AM »

Show and Tell Episode 1:





I go into minor detail about the two types of animation we use in our game.

Kept it as easy to understand as possible but the nuance that went into even this simple enemy in regards to it's leg movement is pretty cool even though you'll probably never notice it in game - but I like making sure stuff looks good even if it goes unnoticed.
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