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TIGSource ForumsCommunityDevLogs[Late Backing Now Open] Hazelnut Bastille: A Lush SNES-era Zelda-like ARPG
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Author Topic: [Late Backing Now Open] Hazelnut Bastille: A Lush SNES-era Zelda-like ARPG  (Read 96249 times)
Aloft
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« Reply #160 on: October 29, 2016, 07:54:12 AM »

This game looks fantastic, to the point where I had no choice but to register for yet another messageboard :p
I've always wanted a good Zelda-style game on PC, and this definitely looks like one!
One thing I wanted to say: A few pages back, there was an animated cap of a bomb with a shrapnel effect; I think that maybe the shrapnel should be part of an upgrade, rather than included with the basic version of the bomb.
Short answer... it probably will be!
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Aloft
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« Reply #161 on: October 29, 2016, 07:55:09 AM »

Working on some color variant dungeon scenes:

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foofter
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MAKE THAT GARDEN GROW


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« Reply #162 on: October 29, 2016, 09:54:50 AM »

Love the fire snails and eye zappers
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@_monstergarden (game) and @williamzwood (me)
See Monster Garden progress here: https://forums.tigsource.com/index.php?topic=56012.0
Aloft
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« Reply #163 on: October 29, 2016, 12:03:31 PM »

Yeah we are having a lot of fun with enemy design! More to come this month in that department!
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Aloft
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« Reply #164 on: October 29, 2016, 12:16:50 PM »

Snow level variant:

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Yellowjacket
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« Reply #165 on: October 29, 2016, 12:51:05 PM »

This art is so clean and gorgeous.  Following!!
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xix
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« Reply #166 on: October 29, 2016, 12:55:33 PM »

This game looks great! Totally following.
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Get the demo itch.io
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Aloft
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« Reply #167 on: October 29, 2016, 01:52:48 PM »

This art is so clean and gorgeous.  Following!!

A lot of the trick with getting "clean" look to pixel art seems to be in using large oversized masses, as it allows you to paint with solid regions of pixels; the tighter the work gets, also the grainier (with more stray pixels which can be read as noise); and of course just using a limited color palette!

Thanks for  the follow!
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metlslime
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« Reply #168 on: October 29, 2016, 11:42:22 PM »

This stuff looks great. Strong zelda 3 vibes.
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Aloft
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« Reply #169 on: October 31, 2016, 08:48:28 AM »

Overgrown Dungeon variant, continuing the theme:

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Aloft
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« Reply #170 on: November 01, 2016, 10:46:15 AM »

Continuing the variations on a theme:

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MrHassanSan
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« Reply #171 on: November 01, 2016, 11:01:45 AM »

Just discovered your project today. This is absolutely gorgeous!

EDIT: I'm on my Mac at work right now, but as soon as I get home I'm playing the crap out of your build
« Last Edit: November 01, 2016, 11:17:07 AM by MrHassanSan » Logged

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Aloft
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« Reply #172 on: November 01, 2016, 11:46:09 AM »

Just discovered your project today. This is absolutely gorgeous!

EDIT: I'm on my Mac at work right now, but as soon as I get home I'm playing the crap out of your build

The prototype is a bit outdated (it is from 4 months ago), and is more a systems and game architecture test, although we have a demo of production-target quality ETA about 2.5 months!
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Tyron
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« Reply #173 on: November 12, 2016, 12:29:15 PM »

This could totally be an amazing MMORPG Style game like Maple Story *_*
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Manaflow
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« Reply #174 on: November 13, 2016, 10:44:03 AM »

This could totally be an amazing MMORPG Style game like Maple Story *_*

I don't even want to think about the amount of work making a MMORPG would be.
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PirateFish
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« Reply #175 on: November 13, 2016, 11:15:28 AM »

This could totally be an amazing MMORPG Style game like Maple Story *_*

I don't even want to think about the amount of work making a MMORPG would be.

He could make it a science-based 100% zelda MMO.
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Manaflow
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« Reply #176 on: November 13, 2016, 11:58:16 AM »

We are going for more of a science fantasy approach for our narrative. Also a MMO is a bit more ambitious than our projections for this project.
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flipswitchx
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« Reply #177 on: November 13, 2016, 10:24:17 PM »

Wow you've really improved the character since last time I checked, keep it up!  Kiss
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Aloft
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« Reply #178 on: November 22, 2016, 08:24:18 AM »

Haven't posted an image in a while- we are working on Boss behavior prototypes and designs atm, so that is sort of a long-term thing, but in between that, also working on some overworld creatures!

Pictured here, we have an Elk enemy, which has a simple charge mechanic: a great staple for puzzle rooms, if Startropics is any indication!

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Pixelologist
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« Reply #179 on: November 22, 2016, 11:31:06 AM »

Maybe copy zelda less next time.
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