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    Ellie
  Sun Jul 15, 2018 3:31 pm
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Omnipresent Merchant
Watch in amazement as I completely rip off whatever MMO I am playing at the time

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    BizarreMonkey
  Mon Jul 16, 2018 3:55 am
Riding High above the world, ascended and pure.
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Competent Minion

Location: Straya Land Carnt.
Boy have I been busy, I'm glad to say that- outside of a couple cosmetic errors and some placeholders this fight is done.


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    Ellie
  Sun Aug 05, 2018 3:24 pm
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    ZenVirZan
  Sun Aug 05, 2018 3:31 pm
very undead
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Comic Relief

Location: Australia
looks spicy but doing all the sprites for the characters would be a nightmare

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    Ellie
  Sun Aug 05, 2018 3:33 pm
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A character generator creates all the different poses. Unfortunately it's very resource heavy.


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    BizarreMonkey
  Mon Aug 13, 2018 6:40 am
Riding High above the world, ascended and pure.
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Competent Minion

Location: Straya Land Carnt.
A very unexpected out-of-left-field trailer I uploaded a few days back.

I'll have a Demo 2 Gameplay trailer later. Currently I'm only 2 bosses of 6 in.


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    Nathaniel3W
  Mon Aug 20, 2018 6:22 pm
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Inept Evil Stooge

Location: Washington, DC
Made about 30 new helmets for my game. I've been testing them with different hairstyles, making sure they all work and that I didn't forget to make a helmet I made sprite sheets for.

This is what they look like. The lighting is not ideal here, but at least I can see that everything is working.

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    BizarreMonkey
  Sun Sep 02, 2018 9:20 pm
Riding High above the world, ascended and pure.
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Competent Minion

Location: Straya Land Carnt.
I've been making good progress on bosses in regards to optional events. I've done many more scenes, as well.

Bosses:

With that, only Yasondre and then Yasondre + Kyoshi Combo remain for Disk 0 Optional bosses.

Scenes:


Lots of these, this isn't even all of them, but they're the ones I bothered to record.


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    Ellie
  Sun Jan 26, 2020 4:32 pm
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Skills bar implemented (QABS controls).

Used a jquery fade to make the icons fade in when clicked based on their cooldown time.

Reckon that's obvious enough? Maybe I could do some sort of radial gradient fade.

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All of this scales successfully depending on the size of your device.


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    Xhukari
  Sat Feb 01, 2020 9:09 pm
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Generic Townsperson
What's QABS?
The fade's cool. I'm a fan of numbers for cooldowns.

It scales to screen size? Even different ratios? That's pretty cool!


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    Ellie
  Sat Feb 01, 2020 9:18 pm
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Omnipresent Merchant
Different ratios as long as they're portrait. I don't have a lot of devices to test on though.


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    Xhukari
  Sun Feb 02, 2020 11:53 pm
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So I've been working on a mobile game. Decided this is the year I'll release at least one game!
Image Image Image
I've taken some inspirations from a few games I like, and just ramming it all into a single game! Not much to show so far, especially since I keep going back to tweak the Lockpicking minigame.

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As always, I'm making it in Construct. So I'm sure I'm far from best practices, though using lerp is very fun. Whenever you transition between grids, it does a zoom in & out which looks pretty nice in motion, I think.

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I wanted to make the landscape / portrait capability be the smallest headache possible. Essentially the actual game area is a square (300x300) but uses the Scale Outer option, with the UI either bound to the center or anchored to a corner. It's working quite well so far.


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    Ellie
  Mon Feb 03, 2020 1:45 pm
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Omnipresent Merchant
Nice. That lockpicking is infuriating (but in a good way).


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    Xhukari
  Mon Feb 03, 2020 5:12 pm
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Generic Townsperson
Oh yeah absolutely. I want to try and hit that sweet spot of being challenging, but also account for being on mobile. So you got a 15° leeway on either side of the unlock point. And it rewards patience... so if you try to rush it and cause a lot of stress, the lockpick breaks quickly. But if you take small pauses from stressing it, it quickly recharges to full health.

I might try and get a video up of it in motion, as I don't think the screenshots really do it justice.


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    BizarreMonkey
  Sat Feb 08, 2020 1:49 am
Riding High above the world, ascended and pure.
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Competent Minion

Location: Straya Land Carnt.
Svoli is a fun character to write, now she's all having her big 'yeah im not running away im in here and i'll die as many times as i gotta to make shit work' moment.


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    Xhukari
  Thu Feb 13, 2020 3:21 pm
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Generic Townsperson
Haven't put as much time into the game as I wanted, but I'm still making progress! I've began to implement enemies who will periodically glow red for extra clarity that they're enemies. Everything's a WIP, except for the health thing.
Image Image

So continuing to wear my inspirations on my sleeve, I've gone ahead and borrowed the Health-Condition thing from the early RE games. Though the images don't show it, it does smooth transitions of colour (Green > Yellow > Orange > Red) as you take damage. So yellowy greens, etc. Also the blips decrease in height, as a reflection of your current health %. It looks quite nice in motion I think. I've gone with an additional condition state, and given them different names compared to RE (which was Fine > Caution > Danger).
Image Image Image Image

A slight issue is that the first pass of the line thing seems to always have gaps (it was made with particles from Construct's particle object). Can't seem to figure out a good fix aside from doing a fade-in from black for the game. So I've left it as is for now.
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