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  #91  
02-19-2014, 11:47 AM
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I rather like the idea of possession giving access to memories and past experiences in this way.

I also adore those big-bro slig sprites. I just hope they look good moving too.
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  #92  
02-19-2014, 03:38 PM
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I rather like the idea of possession giving access to memories and past experiences in this way.

I also adore those big-bro slig sprites. I just hope they look good moving too.
Thanks! I seemed one of the most reasonable ways to explain "travelling" backwards in time to learn new skills.

Dashing through the plains.
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  #93  
02-19-2014, 04:59 PM
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One of the main thing I look forward to, is the movement. It was something that felt great in stranger's wrath, because you didn't feel as confined anymore. Yeah, it was linear, but movement felt free. It looks to me like movement in Kip's will be very free feeling too.
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  #94  
02-20-2014, 12:22 PM
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One of the main thing I look forward to, is the movement. It was something that felt great in stranger's wrath, because you didn't feel as confined anymore. Yeah, it was linear, but movement felt free. It looks to me like movement in Kip's will be very free feeling too.
Thanks, That's one of the things that I myself am looking forward to delivering. I wanted to let the player experience all that Oddworld had to offer, and not just once; to return there if they had to/wanted to. Though the some of the dungeons themselves will be fairly linear, they can be visited and partially explored pretty early on. So far in the demo portion you're able to complete two subquests before you even finish the first mission!

Also I'm working on the face sets, and yes Kip snores with his eyes open. (For now)

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  #95  
02-20-2014, 03:33 PM
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I imagine the addition of pupils will make the face look considerably better. The face looks good, but the soulless eyes could give someone nightmares.

I also love how they have unique hair, that is still fairly subtle.
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  #96  
02-21-2014, 05:11 AM
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I imagine the addition of pupils will make the face look considerably better. The face looks good, but the soulless eyes could give someone nightmares.

I also love how they have unique hair, that is still fairly subtle.
The only reason I had left the eye white was because I hadn't quite figured out how best to make pupils for the faces that didn't look completely dumb. But here's some pupils.

Left is Eli, Right is Kip.
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  #97  
02-21-2014, 05:57 AM
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The pupils are probably a good addition. They add a degree of emotion that doesn't come with the pure white eyes. That said, I kind of strangely liked those.
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  #98  
02-21-2014, 07:08 AM
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The pupils are probably a good addition. They add a degree of emotion that doesn't come with the pure white eyes. That said, I kind of strangely liked those.
I thought the pure white eyes matched, since the sprites have pure white eyes too. Honestly i'd been putting off making these facesets for the longest time, and I'm not too sure why.


Mudohawker (If it wasn't clear from earlier sprites of the tomahawker, I've been using the concept art design which featured hair more similar to dreads than a mohawk)
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  #99  
02-21-2014, 10:04 AM
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Those eyes are beautiful. Good texture, could maybe be a bit darker.
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  #100  
02-25-2014, 06:50 AM
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I'd like to be able to pretend that I've been working tirelessely on this over the last few days but I've been in a bit of a creative slump, so that's fun. However everything's on track so far and looking good, I'm probably 80% of the the way towards a demo.

You want demo's? You want playable content? We got Glukkons.
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  #101  
02-25-2014, 09:36 AM
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Glukkons that change frame exactly when I look away, which freaked me out when I was just scrolling through.

Looking forward to a demo!
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  #102  
02-25-2014, 12:56 PM
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Glukkons that change frame exactly when I look away, which freaked me out when I was just scrolling through.

Looking forward to a demo!
Spooky Spooky Glukkons, pop out when you least expect them.

The demo is (if everything goes to plan) less than a month away.

Here's a little peek at an unfinished cutscene that unfortunately won't make it into the demo.
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  #103  
02-28-2014, 02:55 AM
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ODD... DAMN IT.

This is gorgeous. Tis all.
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  #104  
02-28-2014, 04:11 AM
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ODD... DAMN IT.

This is gorgeous. Tis all.
Thanks! I try my best to gorgeous-ify things up.

If you any of you remember the Mysterious Nomad from Meet The Mud picture I did... well he's had a redesign. He's set to play a now somewhat larger role in the story than he had previously.
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  #105  
02-28-2014, 10:15 AM
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A marvellous piece.

Shall it be for android too?
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  #106  
02-28-2014, 06:40 PM
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Is that... A Mudokon with a beard? It looks like it. I hope it is. That is really cool looking.
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  #107  
02-28-2014, 06:44 PM
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I thought it was a muffler.

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  #108  
03-01-2014, 02:32 AM
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Is that... A Mudokon with a beard? It looks like it. I hope it is. That is really cool looking.
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I thought it was a muffler.
Yeah Slog Bait's right, it's a muffler. I didn't know Mudokons could even grow facial hair? xD
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  #109  
03-01-2014, 02:08 PM
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I guess they'd technically be facial feathers. A muffler is neat too, just in a different way.
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  #110  
03-08-2014, 01:19 AM
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This looks amazing, fantastic work with the art and general style... looking forward to getting my hands on this one more than any other Oddworld fangame
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  #111  
03-08-2014, 12:42 PM
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This looks amazing, fantastic work with the art and general style... looking forward to getting my hands on this one more than any other Oddworld fangame
Thanks! This has taken a bit of a backseat due to a few personal problems over the last couple of weeks, however production is now back on track with a demo coming out Mid to Late March. See you then!
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  #112  
03-17-2014, 09:28 AM
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It's been a decent chunk of time without any updates so here's what's been happening:
  • I've included a lengthier opening cutscene. This required me remaking some animations and smoothing things out in order to get everything looking nice.
  • The in game movement has been reworked.
  • Included 2 more subquest into the demo portion of the game.
  • I've recently had some stunning music made for me by Oziah of Oziah's Oddworld
  • I've also recently commissioned SlogBait for some artwork to be done based around the game.
Involving the OWF community and having help from the members of this forum has been great. I'd like to thank everyone who's helped and the demo date is still set for the end of March.
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  #113  
03-18-2014, 03:19 AM
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That grenadier Slig sprite animation is sweet, brother! :O
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  #114  
03-18-2014, 01:12 PM
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I've forgotten to comment recently, but even so, I might as well just quote myself from my past replies. I'm pretty much just constantly and consistently impressed with not just your dedication, but also how much effort you're putting into this.
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  #115  
03-18-2014, 07:54 PM
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I've forgotten to comment recently, but even so, I might as well just quote myself from my past replies. I'm pretty much just constantly and consistently impressed with not just your dedication, but also how much effort you're putting into this.
Pretty much this. Continue the good work!
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  #116  
03-19-2014, 01:11 PM
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That grenadier Slig sprite animation is sweet, brother! :O
Thanks! The Sligs have proven very useful in allowing me to have different kinds of enemies



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I've forgotten to comment recently, but even so, I might as well just quote myself from my past replies. I'm pretty much just constantly and consistently impressed with not just your dedication, but also how much effort you're putting into this.
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Pretty much this. Continue the good work!
Thanks! I believe in the whole, "you get out, what you put in" thing so I'm hoping that the more I can invest into this the more you , the players, will get out.
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  #117  
03-19-2014, 05:58 PM
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The Slig with the rifle, he looks like he's suspended. Will there be Sligs hanging from ceilings shooting you?
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  #118  
03-19-2014, 10:18 PM
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While I don't think that's the intended effect here, it does sound like a potentially interesting idea.
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  #119  
03-20-2014, 02:56 PM
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The Slig with the rifle, he looks like he's suspended. Will there be Sligs hanging from ceilings shooting you?
Which one would that be?

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While I don't think that's the intended effect here, it does sound like a potentially interesting idea.
This could possibly work, hadn't thought of it. Maybe flying sligs with guns?

Just a little look at the area for two of the scenes in the demo. These are taken from in the editor and as such will appear differently in game. Click for full size iamge. c:
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  #120  
03-20-2014, 03:19 PM
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The furthest right slig, with the tube things.
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