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TIGSource ForumsCommunityDevLogsLoot & Run
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Author Topic: Loot & Run  (Read 4709 times)
Luna Indigo Studio
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« on: October 26, 2015, 09:58:59 AM »


Loot & run is a simple platformer with a big twist(I'll be talking about this in a future update)
The game is about the misadventures of a small thief.
I've been working on this game for a while an I hope to release it next year.
Keep in mind graphics are still a work in progress.
« Last Edit: August 02, 2016, 07:21:33 AM by Luna Indigo Studio » Logged

Nathan (@nathanenglert)
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« Reply #1 on: October 26, 2015, 10:15:33 AM »

Holy arse that tree looks good. 

 Beer!Toast Right
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Luna Indigo Studio
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« Reply #2 on: October 26, 2015, 11:14:13 AM »

Thanks  Smiley
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Luna Indigo Studio
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« Reply #3 on: November 02, 2015, 06:50:31 AM »

Main character idle animation process:
1. Basic shapes
2. Rough line art
3. Color
4. Shadows
5. Lineart cleaning(also added more  movement to feather)
6. Polish



First enemy animation:
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aamatniekss
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« Reply #4 on: November 12, 2015, 02:19:03 AM »

Those are some really good pixels! Though with that kind of propeller movement for the enemy, it doesn't look like he could fly. It needs to spin way faster, maybe add in some motion blur and stuff. Smiley
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Luna Indigo Studio
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« Reply #5 on: November 12, 2015, 03:07:18 PM »

Those are some really good pixels! Though with that kind of propeller movement for the enemy, it doesn't look like he could fly. It needs to spin way faster, maybe add in some motion blur and stuff. Smiley
Thanks aamatniekss I'll be working on that.
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Luna Indigo Studio
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« Reply #6 on: November 13, 2015, 10:50:57 AM »

Jumping enemy animation:


Flying enemy animation process:
1.Original design.
2.Basic shapes
3.Color
4.Shadows
5.Polish
6.Fixed propeller based on feedback.


I'm not very creative at naming the enemies, Any ideas for these 2?
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Cranktrain
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« Reply #7 on: November 13, 2015, 11:37:46 AM »

Some very nice, bouncy animations!
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Cakeprediction
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« Reply #8 on: November 13, 2015, 11:53:35 AM »

so far I like pretty much everything you've shown, except for the heavy dithering on the highlights of the player's hat. seems abit out of place imo.

you're doing a great job apart from that though, loving he art so far ^^
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« Reply #9 on: November 16, 2015, 07:55:53 AM »

Thank you both, the hat dithering was more of an experiment, I'll definitely change it in a future update.
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« Reply #10 on: November 16, 2015, 09:07:14 AM »

Wow, the graphics look beautiful!  Shocked

Can't wait to hear more about the gameplay!
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Luna Indigo Studio
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« Reply #11 on: December 07, 2015, 12:38:12 PM »

Main character jumping animation:


Jumping enemy animation process:
1.Original design
2.Basic lines
3.A little cleaning and eyes
4.Color
5.Shadows, also had to center it so the game reads the sprite right.
6.Clean up
7.Polish



Thank you BlackseaOdyssey, I'll be talking more about the gameplay hopefully soon.
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Luna Indigo Studio
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« Reply #12 on: December 15, 2015, 11:58:55 AM »

Tiles



I've already mentioned there is a twist on Loot & run, I guess this post will be the first hint of what this is about, it could make no sense just with this, but just bear with me.
Regular floor tiles here work very differently from other games, here is an example:





This is very straight forward, as you can see every space in the grid is either a 0(empty) or a 1(solid) space, and basically, if you need to know if the character is touching the ground just check his position and compare it to the tiles position on the map.
Now here is how it works in this game:



Now this looks very different, the first thing to notice is that we only stored the height of the tile, that means there can only be bottomless tiles. So what if we need a floating tile? In that case there is a special tile for this, but I'll be talking about this in another update.

The other thing to notice on our tiles is that some of them are cut by almost half, the rule for this is that if they are next to a lower tile they get cut by half the width of the main character. Then to check a collision we need to know where the center of the character is.

So why getting into so much trouble to do this? well, mainly because of the way the collisions are handle in the game, I wish I could say more about it but I hope this will be clearer in the future.

Main character jumping animation process:
1.Basic shapes
2.Added feather and part of the suit.
3.Color
4.Clean up and shadows
5.Polish


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aamatniekss
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« Reply #13 on: December 16, 2015, 03:16:56 AM »

Looks nice! The environment and the tiles especially. I think your jump animation needs some work though, he's getting some weird deformations, and the face shouldn't disappear like that probably.
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ashtonmorris
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« Reply #14 on: January 16, 2016, 07:41:25 AM »

Looks great so far. I agree with the above about the jump animations ^

Best of luck!
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Luna Indigo Studio
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« Reply #15 on: January 19, 2016, 10:19:59 AM »

Thanks for the feedback, I'll revisit the jumping animation soon.
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Luna Indigo Studio
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« Reply #16 on: January 25, 2016, 07:35:26 AM »

Music:

Intro: https://soundcloud.com/lunaindigostudio/loot-run-intro
Main menu: https://soundcloud.com/lunaindigostudio/loot-run-main-menu

Knight animation:

This was actually pretty fun to animate, I still want to polish it a little bit more, but it will be in a future update.
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Luna Indigo Studio
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« Reply #17 on: February 01, 2016, 08:17:04 AM »

Flying enemies animation


Knight animation process
1.Original design(It was easier to animate without the shield)
2.Rough animation
3.Added some details
4.Color
5.Shadows
6.Clean lines
7.Polish

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Luna Indigo Studio
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« Reply #18 on: February 10, 2016, 07:50:10 AM »

Character Running animation


Flying enemies animation process
1.Rough shapes
2.Added details
3.Color
4.Shadows
5.Polish
6.Second enemy variation
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Luna Indigo Studio
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« Reply #19 on: February 15, 2016, 07:23:02 AM »

Dragon animation(and a chicken for some reason)


Character Running animation process
This animation was made very early on, later I decided I needed a bigger character so I had to scale it to fit the game, now I went back to this animation and made the right way.
Also notice that to save time this is only half a running cycle, and I might leave it this way since most people seems to not notice it.
1.Original scaled animation.
2.Fixed lineart to fit current character animations.
3.Polish.
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