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Old 19 September 2016, 00:12   #161
Selur
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or better ..."team melee"
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Old 08 November 2016, 22:58   #162
s2325
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new video:
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Old 08 November 2016, 23:15   #163
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I love it!
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Old 08 November 2016, 23:21   #164
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wow!!
s2325 gets in there faster than I can do it myself!!
Thankyou!
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Old 09 November 2016, 00:14   #165
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Looking great LordNipple

...but doesn't look that challenging of a boss. The player never really seemed in danger and the pattern is too predicable IMHO.
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Old 09 November 2016, 01:09   #166
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Quote:
Originally Posted by DamienD View Post
Looking great LordNipple

...but doesn't look that challenging of a boss. The player never really seemed in danger and the pattern is too predicable IMHO.
Thankyou for the feedback!

The thing to remember here is that this is a W.I.P and as such will evolve over time...this is not representative of what is going to be in the final game.

We haven't even gotten to the tweak and fine tune stage yet, we're literally just getting graphics put in and testing....updates on such things always go down well but again, these are very much a W.I.P

Thanks again.
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Old 09 November 2016, 01:18   #167
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A highscore with the possibility to enter a name is a must have.
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Old 09 November 2016, 01:20   #168
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All good LordNipple; you know that I absolutely love your work

Graphics are looking wicked as always

Just thought I'd mention the above as some small constructive criticism and glad to hear that it's still W.I.P.
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Old 09 November 2016, 01:25   #169
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Quote:
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All good LordNipple; you know that I absolutely love your work

Graphics are looking wicked as always

Just thought I'd mention the above as some small constructive criticism and glad to hear that it's still W.I.P.
Thankyou
It's sometimes hard to balance info with our own enthusiasm when we get something working, we're just dying to show it off!

But yes, he will be a boss, in every sense of the word (he? my god, how would you even sex it?)

Work continues at a slow but steady pace....and thankyou also, for the very kind words! I am having a blast...Magnus is doing the hard work
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Old 09 November 2016, 01:25   #170
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A highscore with the possibility to enter a name is a must have.
hahaa, I will run this by Magnus, and see if it's possible
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Old 09 November 2016, 15:01   #171
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Very very good art and speed of movement, cool!
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Old 09 November 2016, 21:17   #172
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Looking good Wayne!
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Old 11 November 2016, 21:40   #173
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another new video

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Old 12 November 2016, 00:23   #174
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I have seen it, nice to see some enemy AI improvements It would be cool if that eye-monster spawn those homing bubbles in some patterns. Like first he enter screen and spawn bubbles around himself as rotating shield. If You hit him or at least one bubble than he start to shoot that bubbles at player, first two could act as not-homing projectiles, last ones as homing. When eye-monster lose his all balls he could create new ones and back to use them as shield.
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Old 13 November 2016, 14:10   #175
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New Work in progress video.
All attack patterns are currently being tweaked to ensure a fun challenge for the player

[ Show youtube player ]
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Old 14 November 2016, 02:59   #176
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Well done! Amazing work so far!

Some feedback from my part: Noticed that the items pickup (i.e. stuff you find on the ground) is a bit delayed and trivial in some cases. I think it would be much better if this worked instantly once the player sprite just touches the item (instead of the need to be dead center to pick it up as it seems to be the case now).

In the same spirit, chest drops feel like taking a bit too long (but anyway really minor detail this one). Fun fact: Opening the chests and the general game feel gave me a bit Diablo 1 vibe. Would be cool to see a similar treasure drop anim (like falling and piling up on the ground) for this instead of the random loot cycling. just a brainstorming idea
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Old 14 November 2016, 03:35   #177
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Marvellous work. I hadn't seen this thread
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Old 14 November 2016, 06:10   #178
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Same here.. haven't seen this thread before. Great work.
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Old 20 November 2016, 00:36   #179
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Thankyou all for the positive feedback!!
Work continues...
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Old 20 November 2016, 08:07   #180
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I am really looking forward to this release, even these early previews are impressive. And I could probably say more about the things I like than the things I don't. But constructive criticism is more likely to be helpful and hopefully make for a better game in the end. Anyway, here goes:

One thing I noticed which doesn't impress me is the way collisions between the player and enemies are handled.

I've never been a fan of the "energy goes down while the two are touching" technique. Indeed this is one of the main gripes I have with anything made in backbone (I know you're using ASM, just saying backbone games tend to suck, and that is one of the main reasons why).

I would much prefer either "enemy dies and player takes a critical hit" or perhaps "both player and enemy are pushed back" (I haven't seen this latter one much) approach.

But ultimately it's your decision and I'll probably enjoy playing this regardless.

Oh, and is that chiptune intended to be in the finished game? or is it just a placeholder? It's a pretty good tune in it's own right, but doesn't seem to do much for the atmosphere, perhaps a bit too jolly. I think it needs to be either slower and spookier to create tension, or, um "ravey-er" (I don't really know what word to use) to get the adrenaline pumping like the Chaos Engine for example. And if it's a choice between music and sound effects I would opt for the latter. But would hope for both at the same time if you can manage it.

Last edited by Anakirob; 20 November 2016 at 08:08. Reason: typo to>too
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