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April 26, 2024, 11:17:44 AM

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TIGSource ForumsCommunityDevLogsShadownaut - A cyberpunk stealth platformer
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helpcomputer0
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« Reply #40 on: February 13, 2018, 12:54:09 PM »

Currently working on simple drone behaviour. They are a nuisance but useful if you know hacking.

In this shot there are three ways to pass, the difficulty of each is based on your character's skills and items.

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« Reply #41 on: March 18, 2018, 02:48:32 PM »

Testing dynamic shadows, this looks crazy but everything is working perfectly!

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« Reply #42 on: April 01, 2018, 07:36:24 AM »

Testing the steam/smoke cover mechanic with dynamic lighting. Initially the smoke would separate the light but it wasn't as intuitive for the player to use.

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« Reply #43 on: April 01, 2018, 01:47:19 PM »

Really like that dynamic lighting effect. I should look into how to program that. Good stuff, sir/ma'am.
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« Reply #44 on: April 01, 2018, 02:02:36 PM »

This looks so cool. Really neat graphical style. I like how the FOV is a bit more modern graphics tech but mixes really well with the rest.
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JobLeonard
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« Reply #45 on: April 07, 2018, 04:46:01 AM »

It's definitely a better integration of modern graphics tech with retro look than usual.

Something is still a little bit off about it, although I can't put my finger on what...

The smoke also has it.

Perhaps it's the sub-pixel velocities.
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« Reply #46 on: April 07, 2018, 07:11:38 AM »

Everything looks awesome :O , mentioned on mt TL and follow you on twitter, hope to see more of this project :D
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helpcomputer0
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« Reply #47 on: April 07, 2018, 08:48:44 AM »

Thanks for the feedback everyone  Smiley

It's definitely a better integration of modern graphics tech with retro look than usual.

Something is still a little bit off about it, although I can't put my finger on what...

The smoke also has it.

Perhaps it's the sub-pixel velocities.

Not sure! It looks slightly more authentic with pixel rounding, but I'm not a fan of it.

Quote
Everything looks awesome :O , mentioned on mt TL and follow you on twitter, hope to see more of this project :D

Thanks a lot!!  Grin
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« Reply #48 on: April 07, 2018, 03:04:51 PM »

Quote
Perhaps it's the sub-pixel velocities

Not sure! It looks slightly more authentic with pixel rounding, but I'm not a fan of it.
From a gameplay perspective, neither am I.

Hopefully there is some kind of "best of both worlds" option that we're not thinking of yet, but if not I would also say that gameplay is more important than graphical authenticity
« Last Edit: April 08, 2018, 05:01:35 AM by JobLeonard » Logged
James Edward Smith
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« Reply #49 on: April 07, 2018, 03:48:14 PM »

I know Pedro's tutorials are not loved by everyone (for reasons I often sort of agree with) but his one on subpixel animation might be helpful here? I dunno if they'd be a way to do it programatically or if you'd even want to, but it might spawn ideas.

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« Reply #50 on: April 07, 2018, 04:27:23 PM »

Off topic, but what are people's issues with Pedro Medeiros' pixel art tutorials? Is it because they seem to be aimed towards people with at least basic understanding of art?
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« Reply #51 on: April 08, 2018, 03:14:18 AM »

Awesome!
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« Reply #52 on: April 08, 2018, 07:53:24 AM »

Awesome!

Thanks!  Smiley

I've been working on a multi-throw mechanic today, here is some testing of it (the lightening flash at the end looks really cool but unfortunately was a complete fluke):

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« Reply #53 on: April 15, 2018, 10:51:51 AM »

Working on the loading screens for a public access terminal today, still WIP. At the moment these terminals act as a checkpoint and a place for the player to rest and restock.

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« Reply #54 on: April 15, 2018, 03:46:24 PM »

Fascinating art. Posting for follow  Gomez
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JobLeonard
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« Reply #55 on: April 17, 2018, 10:00:59 AM »

I've been working on a multi-throw mechanic today, here is some testing of it (the lightening flash at the end looks really cool but unfortunately was a complete fluke):

Love it!

But inspired by that lightning flash: have you considered replacing the background with speed lines while the multi-throw freeze is in effect? So that you'd only see the ninja and the enemies, plus the stereotypical black lines + one colour flying by horizontally in the background?
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« Reply #56 on: April 18, 2018, 02:40:59 PM »

Absolutely wonderful!
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JobLeonard
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« Reply #57 on: April 19, 2018, 05:42:52 AM »

"We value your life" - I just got the double meaning there. Clever bit of dystopian capitalist wordplay!
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« Reply #58 on: April 19, 2018, 05:50:01 AM »

Moving high-contrast rasters usually creates blurry/flashing visual artifacts, but your graphics look very nice in motion. Have you taken any special care to avoid these problems?
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« Reply #59 on: April 19, 2018, 11:18:18 AM »

Testing the steam/smoke cover mechanic with dynamic lighting. Initially the smoke would separate the light but it wasn't as intuitive for the player to use.



This is totally badass.
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Twitter | Soundtrack and trailer composer - worked on:CRAWL, Soviet Jump Game (Game Grumps), PULSAR: Lost Colony, and others. Currently solo developing Chrysalis
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