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TIGSource ForumsCommunityDevLogsFiendTower [Action Platformer Roguelike] (Gif Heavy)
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Author Topic: FiendTower [Action Platformer Roguelike] (Gif Heavy)  (Read 10777 times)
Eendhoorn
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« Reply #40 on: May 15, 2017, 05:28:09 AM »

Been following this on twitter, totally looks like my kind of thing :D
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jctwood
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« Reply #41 on: May 15, 2017, 06:05:16 AM »

Don't burn out! This looks amazing, I particularly love the skeletons.
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Grog
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« Reply #42 on: May 15, 2017, 12:20:01 PM »

This has piqued my interest. Interested in seeing where else it goes. o:

I appreciate it! Hopefully will start adding more cool stuff once I've finished with this system.

Been following this on twitter, totally looks like my kind of thing :D

Thank you very much! Smiley I 'm glad it resonates with people.

Don't burn out! This looks amazing, I particularly love the skeletons.

Eh, a little too late, but I'm coming out the otherside. :D

Decided to do some edits and cleanup on the title screen. Guess I should upate the main post!




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Pixel Noise
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« Reply #43 on: May 16, 2017, 05:30:28 AM »

Love the logo!  Hand Thumbs Up Left Hand Thumbs Up Right
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Pixel Noise - professional composition/sound design studio.
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« Reply #44 on: May 17, 2017, 05:29:36 AM »

Whoops, accidentally quoted a post I was editing. May as well use this as an excuse to show a WIP animation of an enemy I'm working on!

« Last Edit: May 17, 2017, 05:52:22 AM by Grog » Logged

Grog
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« Reply #45 on: June 01, 2017, 05:20:26 PM »

Getting closer to a demo! Put out a pre-demo-demo for a small group of people to get some feedback. Goals for the demo will be:

- Intro stage to learn controls / mechanics
- Easier zone 1 levels to create a proper difficulty curve
- Bindable controls
- Music and sound pass

So definitely close! For now, will leave you guys with this. Smiley

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pLaw
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« Reply #46 on: September 14, 2017, 08:37:52 AM »

Hi Grog!
Just dropping by after a long absence from tigsource.
Your new project looks great. I'm a big fan of the color palette you're using. And the character movement looks really satisfying. Can't wait to see it with sfx.
Keep it up!
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Ayramen_Studio
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« Reply #47 on: September 14, 2017, 12:09:33 PM »

Lovely art style! Also the gameplay looks super fast and fun!

Keep up the good work!  Beer!
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Grog
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« Reply #48 on: July 06, 2018, 04:37:32 PM »

Hey everyone! I'm back!  Ninja

Long hiatus due to work, and have managed to work past many personal issues and as of late been managing to dive back into this project so should have lots to share over the next little bit. :D

The cool thing about having fresh eyes on my project is it's granted some clarity on things that I was unsure of before. One thing I had debated over was a downstrike aerial manuever (like Zelda 2, Shovel Knight, Duck Tales). Well, after some consideration I added it in!



It's not 100% I still have work to make it feel satisfying to use, but I'm really happy with it. :D

Anyways, starting small with my first post back here, and will definitely be back soon. Smiley
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Grog
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« Reply #49 on: July 07, 2018, 04:26:28 PM »

Dang! Looking through this it seems there is a lot that I have yet to be shown!

Today on stream I spent some time polishing up the "boss experience" of the games first boss, Eyelor.



I spent some time adding substance to the pre-boss room. The door has two flaming eyes, represnting your "lives" when fighting the boss. Since the game is a roguelike and death means starting over, you will be given 3 shots at the boss. If you die, one of the fires will fly into you, reviving you at the door. Then once again. If you die after that, it means starting over.

Your health / equipment will be saved once reaching the room, so if you only have 1 hit left going into the boss, you will have to take all 3 attempts with the same number of HP.


For context, here is an earlier, pre-polish version of the boss room.
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flex$
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« Reply #50 on: July 07, 2018, 08:01:18 PM »

 Shocked looking very slick dude, love this boss. Who, Me?

glad to see you back working on this project!
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Grog
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« Reply #51 on: July 14, 2018, 07:52:12 AM »



Spawn effects are in! This is to give you a brief warning period of where an enemy may be spawning. There are a few mechanical changes I need to make with this, but graphically it's in.

Also new since I last posted is our Discord, for anyone interested in checking out our community! Link in my signature.
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sidbarnhoorn
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« Reply #52 on: July 14, 2018, 08:52:01 AM »

This looks really good!
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Siddhartha Barnhoorn
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