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TIGSource ForumsCommunityDevLogsShadownaut - A cyberpunk stealth platformer
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helpcomputer0
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« Reply #60 on: April 19, 2018, 11:50:52 AM »

Thanks all for all the comments Smiley

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?

It would look very cool, my only worry would be that the player wouldn't be able to see the platforms when throwing, which could be an issue when judging the trajectory of arcing and bouncing projectiles. Something in between might work though - I've added a task to experiment with this later. Thanks for the suggestion!

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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?

No but I use Construct 3 which could be using some tricks to prevent these artifacts though.
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« Reply #61 on: April 19, 2018, 12:42:59 PM »

The game looks really cool so far. Will you be needing any music for it?
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« Reply #62 on: April 20, 2018, 09:15:42 AM »

The game looks really cool so far. Will you be needing any music for it?

Yes! I haven't had time to think about it too much yet though as I'm still working on prototyping the mechanics and artwork.
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« Reply #63 on: April 21, 2018, 07:07:27 AM »

Man. Creating a moody setting in that chip style sounds like an awesome compositional exercise. Do you use trackers or know of any trackers that could give you the particular sound you are looking for? Youtube answered this question.

That aside, this game is so cool! I did find issues in the OP images, as far as clashing images/colors, but seems to have improved quite a bit! What are you plans for stages/areas?
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« Reply #64 on: April 24, 2018, 11:24:01 AM »

What are you plans for stages/areas?

I have a 7 or 8 stages planned but I expect that to change, especially if I need to cut one or two. As you can see in the screenshots I've posted so far I have the game starting in a small fishing village island, other locations include a suspension bridge, inner city, harbour, and fortress/temple.
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« Reply #65 on: April 28, 2018, 03:25:21 AM »

Made a billboard for background decoration:



Credit for the original sketch of the VR lady goes to my artist friend https://twitter.com/RichardLanelly
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« Reply #66 on: May 18, 2018, 04:49:22 AM »

Unnecessarily semi-naked female human.
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« Reply #67 on: July 28, 2018, 09:29:07 AM »

Trying to give the player multiple approaches on every screen, colour is also important to quickly show what they can interact with and how.

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« Reply #68 on: August 05, 2018, 05:20:03 AM »

Still some animations to do but movement is coming together.


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« Reply #69 on: September 23, 2018, 02:51:31 AM »

Using a simple disable hack on a drone to clear the way.


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« Reply #70 on: February 24, 2019, 12:44:42 PM »

WIP title screen and I've finally chosen a name for this:

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« Reply #71 on: April 14, 2019, 05:33:53 AM »

Designing stages in Shadownaut to allow different play styles, some may be easier here but have tradeoffs elsewhere in the game.

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« Reply #72 on: July 30, 2019, 10:48:49 AM »

I'm liking the updates  Hand Thumbs Up Right

Are you any closer to thinking about what music you will need?
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« Reply #73 on: July 30, 2019, 02:21:21 PM »

Looks cool!
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