21 March 2021, 22:50 | #81 |
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... Oonly Scooooorpion makes it haaaappen.
https://imgur.com/Oa1TCkh - This newer method of doing platforms with animated tiles is even better than blocks in most cases as you can see them and sort their timing out in Tiled itself! Im mostly working on zombies and some other things I'm not sharing yet at the moment so am more quiet than usual. |
22 March 2021, 12:16 | #82 |
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Damned...so much cool graphics and gameplay ideas.
Great job. Hope to play it soon. do you plan a physical release too ? |
22 March 2021, 15:26 | #83 |
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22 March 2021, 19:20 | #84 | |
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Yes, most certainly. The plan now (though nothing is final) is to have a window of physical exclusivity (Bitmap Soft have been really encouraging and open to my ideas) before eventually moving to itch.io etc as probably "pay what you feel" but.. I may change my mind and make it fixed price. Will talk to some other devs who've done similar, eventually. So basically everything's undecided but physical is definitely something I'm shooting for.. It obviously requires a looootttt more of the game than I've made currently though, haha. Still early days. |
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22 March 2021, 19:30 | #85 | |
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07 April 2021, 02:15 | #86 | |
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I'm working on this dumb mudman again and now he throws multiple mud.. balls.. (it needs work, haha) instead of just the one.. Oh and @earok I think I've found a bug! For the first time in ages! Actors with none/none/none/none set for collision still interact with ramps. The mud balls should pass through the floor here but slide along it. Don't ask me why the flat floor of this place is technically a ramp, but it is. Ignore the maggoty thing. ed: this is just a test room -there aren't going to be monsters in it. |
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09 April 2021, 09:06 | #87 | |
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Looking really cool! |
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09 April 2021, 09:43 | #88 |
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Cool! Looks realistic. Great work guys
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09 April 2021, 11:40 | #89 | |
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Thanks! It’s taking shape for sure.
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— I’ve been starting the long process of forest tilesets and now have mummified looking donuts. These are for the normal boring woodland/park settings and not the spooky gnarly swamp/enchanted forest ones, so I’m going to have to replicate it all in a couple more colour ranges too and change up the texture., They’re getting suuuper versatile though. (Arranged in some ways it looks a lot more like rock, but stick branches off of it and is clearly a tree) Demo progress is happening at a good pace. Chances of hitting my April target I think are about 70/30. I keep having to take off days so we’ll see. Then once the demo’s done, more regular little info updates will resume. (I might take a couple of weeks off working on it quite so heavily to do comic stuff though) Last edited by Mixel; 10 August 2021 at 12:41. |
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18 April 2021, 01:00 | #90 |
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Again nothing new if you follow me on twitter, but thought I'd do the rounds and check in various places so you all know it's coming along okay. (apologies for regulars of all the boards this is quite cross-posty!)
#1. Mudmen are tough, and fling crap at you. If you get hit by it all it can sometimes lead to you dying in a single hit. Ouch. #2. Very nearly finished my first proper parallax backdrop. You can see it in action here: [ Show youtube player ] #3&4Very recent addition is the (needlessly OTT, as always) front end menu system. "About Demo" will actually be "Password" in the final game. More front end because why not. Will I hit my April demo goal...Not sure yet but it'll be close if i don't. I do know I wont be doing any monthly update videos until the demo is ready though as it's getting so close the that finish line now and I want to keep some of it a surprise. |
18 April 2021, 08:49 | #91 |
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Very nice progress, looks great.
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18 April 2021, 10:46 | #92 |
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Definitely cool stuff
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18 April 2021, 13:14 | #93 |
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Great work!
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18 April 2021, 15:56 | #94 |
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Love it!! Keep on the great work.
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21 April 2021, 04:49 | #95 |
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Thanks Pyromania, Gzegzolka, Reido, Nikosidis!
I did this backdrop tonight, sharing because it looks way nicer than I thought it was going to.. filtered in CRTview for that lovely ambiance. Hats off to Earok, parallax is so much fun to work with. Last edited by Mixel; 10 August 2021 at 12:40. |
21 April 2021, 07:46 | #96 |
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Mixel: You are dammed good at pixel art
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21 April 2021, 09:56 | #97 |
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Thankyou ! I haven’t always been, this is the first time I really feel like I’m finally “getting it” - the limitations of the hardware help immensely. This is the first time I’ve started something this big and not wanted to circle back and replace the sprites repeatedly.
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25 April 2021, 16:52 | #98 |
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Experimenting with heat haze.. Probably not going to use this exact example but it's neat what's possible with Scorpion's parallax features!
Chances of hitting the April demo window dwindling, but nothing to worry about, I'm just making a lot of things better and adding some stuff. It's still in the final stretch I just keep stretching the final stretch. (If I rush this last bit any more it's going to negatively impact the demo and my health, so I'm attempting "productive but sensible" instead of "RAggGHhhH make game no sleep!" which wasn't sustainable. ) |
25 April 2021, 17:14 | #99 |
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Very nifty little effect there
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26 April 2021, 13:01 | #100 |
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