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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 96841 times)
Aloft
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« Reply #240 on: February 12, 2017, 05:05:01 AM »

Another Demo Scene:

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breakfastbat
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« Reply #241 on: February 12, 2017, 08:28:22 AM »

I just love machinery!

I've been thinking about bringing back a clockwork themed area in my project. I don't remember many of those in games.
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♫ December, ♫
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Aloft
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« Reply #242 on: February 12, 2017, 09:17:36 AM »

I just love machinery!

I've been thinking about bringing back a clockwork themed area in my project. I don't remember many of those in games.

There are some great ones from games way back!

A few ones that come to mind:

-The later stages of Sunsoft Batman '89

-Chrono Trigger

-2D Castlevanias do it a lot in general... it is sort of one of their running themes:

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codekitchen
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« Reply #243 on: February 12, 2017, 09:32:31 AM »

Mario 64 had a great clockwork level as well.

This is absolutely gorgeous, the crab eyes popping up out of the troll skull eyesockets made my morning.
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Aloft
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« Reply #244 on: February 12, 2017, 09:42:37 AM »

Mario 64 had a great clockwork level as well.

This is absolutely gorgeous, the crab eyes popping up out of the troll skull eyesockets made my morning.

Yeah I really like her too! I think she is my favorite part of the dungeon!
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breakfastbat
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« Reply #245 on: February 12, 2017, 10:44:32 AM »

I absolutely did not expect a crab boss tbh lol (it's great!)

On the subject of clockwork levels, yeah they've been done but I feel like it's been too long. Machinery and factories and stuff like that are always super fun but no super memorable ones come to mind in recent memory. I love little contraptions so much, and this area you're making looks like a really interesting take on that!
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Aloft
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« Reply #246 on: February 12, 2017, 10:49:10 AM »

Yeah... giant enemy crabs...it is fun to take a cliche, and take it someplace new, hehe.
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Aloft
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« Reply #247 on: February 13, 2017, 01:13:17 PM »

Another gameplay shot today, as we inch closer!

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qMopey
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« Reply #248 on: February 13, 2017, 01:19:01 PM »

Posting 4 follow. My god, your game's art is gorgeous  Who, Me?
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Aloft
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« Reply #249 on: February 13, 2017, 01:41:16 PM »

Posting 4 follow. My god, your game's art is gorgeous  Who, Me?

Thanks a lot! We actually went with a pretty simple art style so we could spend the majority of our development time on design, as it sort of gets the short end of the stick in indie today. It feels like a pretty good balance!

We also have a mailing list which we use to keep folks informed of project milestones and general development, which you can sign up for here if interested:

http://www.aloftstudios.net/hazelnutbastille

We will have the demo out sometime this month!
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Aloft
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« Reply #250 on: February 16, 2017, 10:15:24 AM »

Yay Last second changes:





Old:

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Aloft
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« Reply #251 on: February 17, 2017, 08:14:44 PM »

A mockup test of our Inventory transitions:

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Aloft
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« Reply #252 on: February 19, 2017, 03:54:18 PM »

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breakfastbat
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« Reply #253 on: February 19, 2017, 11:19:03 PM »

Great cutscene work! It's amazing how well just a simple moving picture can do. Like in the intro of Undertale for example.

I'm sure there are a lot of other games that do it but I've always got Undertale on the mind lol.
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♫ December, ♫
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Aloft
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« Reply #254 on: February 20, 2017, 08:35:48 PM »

Thanks a lot Eido!

Yeah I love that cinematic from Undertale as well!

Parallax is a pretty fun tool...
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Aloft
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« Reply #255 on: February 20, 2017, 08:36:22 PM »

New Death Animation:

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qMopey
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« Reply #256 on: February 20, 2017, 10:49:25 PM »

Maybe fade out the UI with the black. It looks jarring against the white background. Also try fading the character out with the white fade in, such that when the background becomes full-white the character is also full-white. Besides these, lookin real good!
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Zireael
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« Reply #257 on: February 21, 2017, 02:32:09 AM »

The art looks awesome but there is something iffy with the fade-to-white. Maybe fade to grey first to avoid the sudden sharp contrast?
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breakfastbat
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« Reply #258 on: February 21, 2017, 09:24:19 AM »

I like both the fade to black and the fade to white, but I agree that the UI should fade too.
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Aloft
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« Reply #259 on: February 21, 2017, 09:32:41 AM »

Yeah hard to say. Across games like this, they don't consistently do the same thing. Some of them keep the GUI the whole time, others fade it out earlier or later.

Fading to white over the GUI would be the solution Link's Awakening used:





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