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  #31  
01-05-2014, 09:46 AM
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Then again, smart devices are getting stronger and stronger, and you can plug in controllers. Regardless, I will be excited for this game's release on any platform.
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  #32  
01-05-2014, 11:45 AM
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Then again, smart devices are getting stronger and stronger, and you can plug in controllers. Regardless, I will be excited for this game's release on any platform.
Yeah, connected with a PS3 Controller on my Galaxy S3 and it would be awesome to play kips oddysee
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  #33  
01-05-2014, 03:11 PM
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While I would LOVE to have this available on something such as the Android market I don't really see it to be likely to happen soon, between lack of finances and not being able to make any money off of this it's not really a viable option right now xD

Anywho, I've been working on the fast travel system, aswell as improving the dialogue since before the dialogue options were just kind of up in the air near your character. Also the coloured squares are just temporary sprites till I finish the face sets for each character.


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  #34  
01-05-2014, 03:55 PM
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I have to ask, will the water ever be semi-transparent? It looks a little bit like glass as it is with full transparency, but it's not really that big of a deal. Also, that Mudoken hut looks gorgeous.
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  #35  
01-05-2014, 04:05 PM
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You can't comment on the water while it's so similar to the background colour. It might look fine in context.
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  #36  
01-05-2014, 04:56 PM
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I have to ask, will the water ever be semi-transparent? It looks a little bit like glass as it is with full transparency, but it's not really that big of a deal.
The water is indeed entirely transparent, I'm probably going to keep it this way since having semi-transparent water isn't exactly the kind of atmosphere I'm going for with this area. You can expect to see more sludge and sullied water closer to Nolybab however!

:
Also, that Mudoken hut looks gorgeous.
Thanks, I made it myself. xD
My favourite area so far is the Meetle Ranch just east of the Fishing Village, the area's just nice to look at with all the Meetle Grubs hopping around. c:
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  #37  
01-05-2014, 05:39 PM
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You can't comment on the water while it's so similar to the background colour. It might look fine in context.
I was commenting on previous water screencaps where the background was not water coloured. I apologize for not adding in enough context.
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  #38  
01-06-2014, 06:41 AM
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06/01/14 Devtrailer



Hey, so i booted up my screen capture and recorded some stuff. it's nothing that especially interesting, just shows how fast travel will work, and the degrees of sandstorm severity in the desert areas. The desert area shown is a test area and the actual fast travels will not go to that location. Also there's an animation of Kip flying a Meetle that just needs some fine tuning before I show it off c:
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  #39  
01-06-2014, 04:39 PM
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The sand offers such a disorientating effect. In a good way of course, it really gives off a sandstorm confusion.
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  #40  
01-08-2014, 01:19 PM
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Let's go Shopping!

Alright, quickly banged out a commerce system using the dialogue system i currently use, and the inventory which whilst present, was left unused. When going to a shop you have an option to buy merchandise, sell from your inventory, or occasionally pick up a quest or some local information. I've been trying to think of a currency that would make sense, the variable itself is currently just 'Moolah' however I don't feel like this is something natives would trade in. Anywho, until then you can't see the price of items, or your own 'Moolah.' Though they do have prices!







Large Coloured square on the left represents the character faceset as per usual, the smaller square to the right of it represents the item being sold
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  #41  
01-08-2014, 02:00 PM
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E: Accidental double post, You can ignore this.
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  #42  
01-08-2014, 02:36 PM
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Unless the natives are totally secluded from the rest of the industrial world it's pretty safe to assume Moolah would have some value to them. If there are rudimentary trade systems in place then it would make sense for them to convert to Moolah once that became more prominent around them.

If you do something like that you could do cool things with having villages farther out in the sticks that only trade items for other items.
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  #43  
01-08-2014, 02:54 PM
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The original Fallout had a system like that. There was a kind of currency, the bottle caps, but for the most part you traded items for items. As far as what to call the currency, I'd go for either Spooce or Moolah. As Phylum said, the natives are not totally removed from the industrial scene.
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  #44  
01-08-2014, 03:11 PM
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Unless the natives are totally secluded from the rest of the industrial world it's pretty safe to assume Moolah would have some value to them. If there are rudimentary trade systems in place then it would make sense for them to convert to Moolah once that became more prominent around them.
:
As far as what to call the currency, I'd go for either Spooce or Moolah. As Phylum said, the natives are not totally removed from the industrial scene.
I don't think I'll be going for Spooce since that's what's being used as the player's energy. Excellent points with the Moolah however, I believe I'll use that, it would also make more sense later in the game once the character enters some of the more heavily industrialised areas to have Moolah as the currency.

:
If you do something like that you could do cool things with having villages farther out in the sticks that only trade items for other items.
:
The original Fallout had a system like that. There was a kind of currency, the bottle caps, but for the most part you traded items for items.
When I was first thinking about how I could make this work this morning I had the idea of a bartering system trading items for items, however I didn't want to fall into the trap of having to make a player grind one enemy in order get lots of the item that they wanted. After this money made much more sense, meaning that all drops could be converted to money. However I did still want to retain the requirements of some drops in aquiring certain items. Such as making a medicine from some dusty Desert Witch Doctor require Powdered Scrab Beak, aswell as money, or something along those lines.
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  #45  
01-09-2014, 01:05 PM
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Alright so i've got all the shop emchanics down. The only thing that might change involving this is the placement of some of the things in the menu along with some balancing of item values, however now every item in the game has a value and can be sold in store.

Before Selling



After Selling



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  #46  
01-09-2014, 07:58 PM
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I don't get the two prices. "I'll buy this for...50 Moolah 10 Moolah" is it 50 or 10?
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  #47  
01-09-2014, 11:24 PM
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I think the idea is that you'll effectively haggle for the price, or buy it for more than it's worth to curry favor with those selling it.
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  #48  
01-10-2014, 03:14 AM
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I don't get the two prices. "I'll buy this for...50 Moolah 10 Moolah" is it 50 or 10?
:
I think the idea is that you'll effectively haggle for the price, or buy it for more than it's worth to curry favor with those selling it.
This is exactly why i said that the only real changes will be balancing and moving things around xD

The amount of Moolah on the far right is your total Moolah, with the "I'll buy this for.." being the amount it will be sold for. Your total Moolah is now displayed above the chat box during transactions, and alongside the HUD whenever you enter an area where a transaction could take place or when you pick up some Moolah.

Though that Haggling idea.. That could be used

I'm thinking something along the lines of
:
Chance to buy = 100 / Difference from item value * Merchant likeabilty
With the difference being the percent difference between the proposed price and the original price and the likeability being affected by how many quests you've done, number of unsucessful trades, etc.
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  #49  
01-14-2014, 02:12 PM
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So i've been messing around with stuff again and after testing I decided it would be a good idea to add some kind of melee weapon, so that even in areas where spooce may be scarce you could still do something.

So the question is.. what weapon would it be? A sword? A club? A spear?
Any input would be helpful c:
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  #50  
01-14-2014, 02:29 PM
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You could go with the old traditional Mudokon fighting style. The one that every young Mudokon seems to know at birth. The ancient art of slapping. Though if slapping isn't manly enough for you, I think some Mudokon tribes used spears. That's just me speculating from seeing the spear impaled Mudokons from Abe's Oddysee.
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  #51  
01-14-2014, 03:12 PM
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Of course you also have the Mudokon's in Much's Oddysee who do use clubs. Spears, I'm pretty sure there's been concept art somewhere for that kind of thing. Swords, I don't think anyone's seen anything of.

Personally, I'm torn between slapping, because not only is it sort of amusing, it's also sort of in line with the whole idea of Mudokons not naturally being warrior types, and some kind of spear or knife, because that'd feel a little less useless than slapping things into submission.
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  #52  
01-14-2014, 04:02 PM
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I dunno man, those slaps can be deadly! Have you not ever lined a bunch of Muds up for a slap fest? Many casualties occur.
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  #53  
01-15-2014, 08:42 AM
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Thinking about it i've decided to have multiple different melee weapons, so far I've made a Mudohawker's club and a spear, I'm sure I'll think of more soon. Or maybe there could be upgrades for each kind, since the club if swung and the spear is thrusted.

Lovely GIFs for your viewing pleasure.
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  #54  
01-17-2014, 01:29 AM
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From what I've see. This looks like it could be really fun, now for combat will you be able to posses enemies to use against other enemies? Or is it strictly beat someone with a stick style? Or a mixture of both?
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  #55  
01-17-2014, 10:21 AM
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The animations remind me of the fighting in Terraria/StarBound. Not that that's bad.
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  #56  
01-19-2014, 03:27 PM
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I only just realised that it looks like that!

Anyways, I currently don't have internet and am relying on my phone so I won't be updating for a while. (Or atleast not with pictures.)

I have been working on this though, if anything more so due to the lack of distractions. And I'm finally getting around to starting the story. So hopefully I'll be able to release a Demo once sufficient progress has been made.
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  #57  
01-20-2014, 06:23 AM
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This looks great, I especially like the art style and animation style!

My personal opinion regarding the melee attack is that having the ability to slap is a must for any Mudokon. Keep up the good work!
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  #58  
01-20-2014, 02:49 PM
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This looks great, I especially like the art style and animation style!

My personal opinion regarding the melee attack is that having the ability to slap is a must for any Mudokon. Keep up the good work!
Thanks! I've been trying to keep working on it so that I don't lose interest, but now it's becoming a labour of love, I enjoy working on this and I can't wait to see how much further I can take this.

Speaking of which...

In less than half a day's worth of solid work, I've managed to do more on this than all of the last week combined. I've finally gotten around to starting Act One of the story and it's turned out so much better than I'd had originally planned.

All the cutscenes look nice and smooth (They're done within the game using the game's engine, as New N' Tasty's will be, though to a much a greater extent.) So from the way it's looking thus far given the seemingly exponential progress I've made I'm hoping to release a demo by the time I get my internet back (Whenever that may be.)

You'll be playing through Act One - Part One which features Kip as a child (He's actually a child through all of Act One) so you won't be experiencing everything that you could do with Kip when he's older, but it's basically the same. Oh and did I mention that you play as Kip as a child? I should emphasise this cause he looks adorable. :I
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  #59  
01-20-2014, 04:58 PM
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I know that Gamemaker animations area huge pain in the ass, but you could probably do better with the weapons. They need a bit more energy, a bit more life. There are 3 things that would make them better.
  • They need to stay out for longer once you use them, the club especially. If you don't listen to the next 2 things then this at least would give the animation a lot more weight.

  • Again focusing on the club more than the spear, some kind of motion effect. This would mean that you could have fewer frames where the club has to be moving. Starbound does a really good job of this, although you could easily get away with a less pronounced effect.

  • It would look a lot nicer if Kip actually moved. I'm sure you've considered doing this, and it adds a lot of complexity to however you manage the images/animations. If your player can move while you're attacking, ie be in 2 different animation states at once, then the best thing to do would be to split your sprites in half. Have a legs section and a body section. I would also draw the weapons in their own call on top of that. There are other advantages too, like having different facial expressions/whatever without having to remake all of the walking animations for it. It sounds kind of complex but as long as you manage the images and animations from variables that you have total control over (which you should do in GM anyway) then it's not too much more work.


The weapons themselves look really good though.
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  #60  
01-20-2014, 07:50 PM
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Other than N'n'T, I think this is my most looked forward game (demo I guess).
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