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  #61  
01-21-2014, 01:46 AM
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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.
Thanks! I had noticed aswell as maybe mentioning before about the animation for the weapons. The animations shown are my first attempts at them just showing how they'll work. In the time since I have made it so that your character is not just standing still whilst attacking. (The only reason it goes to the standing frame whilst attacking is because that was my placeholder )
I've also been making the animations looks nicer, even adding some kind of motion blur like you'd mentioned. The club now has a slight delay between attacks if it hits the ground, stunning the player for a second or so to make it feel like what you're swinging round is a big heavy ball attatched to a big heavy bone.

As for the spear, Kip now holds it behind himself for a short while before thrusting it forwards, emulating an actual spear rather than being able to just push it in front of himself easily. This body sprite used for this isn't yet finished so again, the standing placeholder was used. Unrelated to animation I've now completed the quest that allows you to obtain the spear.

Aswell as this, I'm currently coding it so that the weapons have a different attack depending on if they're used in the air or not. For the club I'm thinking something similar to spinning in the air before dropping to the ground to release a shockwave that will damage and push back enemies. I'm also messing around with "Spooce-charged attacks" whereby you perform a more powerful attack (Yes Phylum, with prettier animations : p) at the cost of your spooce.

:
Other than N'n'T, I think this is my most looked forward game (demo I guess).
Oh, wow! Thanks, I'll try to make sure it's everything you hope it'll be. xD

Thanks for the great, and helpful feedback!
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  #62  
01-21-2014, 02:00 AM
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Good to hear

As long as that stuff was WIP the main point to take away was about splitting the image though. I can't say enough how much I hate the way GM handles images. There are so many cases when an "object" could need to be represented by multiple images, yet at least in older versions it was very awkward to run several animations at once.
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  #63  
01-21-2014, 12:52 PM
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The name of the first shopkeeper you meet, the one in your home village, is called Gil.

Hue hue hue hue..
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  #64  
01-21-2014, 04:07 PM
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The name of the first shopkeeper you meet, the one in your home village, is called Gil.

Hue hue hue hue..
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  #65  
01-23-2014, 01:31 PM
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Lots and lots and lots and lots of progress. Including optimisation of stuff. I've finally gotten around to fixing pretty much all of my measier code and other errors from early on in production, I'm not sure why I thought it necessary to have two variables just to decide which direction the player's facing.

I'm probably around 80% of the way towards having a demo ready for you guys to playthrough.
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  #66  
01-24-2014, 07:38 AM
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I have great admiration for you in tidying up code, because once I've written a code, I typically never change it unless it actually doesn't work. That said, I've only once had a point where my coding has been so convoluted that it has actually significantly slowed down the game (outside of stupid and silly tests).

I certainly hope that progress continues to be this promising.
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  #67  
01-24-2014, 05:45 PM
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I have great admiration for you in tidying up code, because once I've written a code, I typically never change it unless it actually doesn't work. That said, I've only once had a point where my coding has been so convoluted that it has actually significantly slowed down the game (outside of stupid and silly tests).

I certainly hope that progress continues to be this promising.
Same. Cleaning up code is a long, and tedious process. It's awesome that he shows so much dedication to this.
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  #68  
01-26-2014, 03:04 AM
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Holy shit, this looks fantastic. I can't even properly articulate how much I love this, being probably the most promising fan game in OWF history.

I can see that for most it would be an overly ambitious task, but you seem to have a huge amount of motivation behind you and I respect that man. You really know what you're doing.
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  #69  
01-27-2014, 07:58 AM
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I have great admiration for you in tidying up code, because once I've written a code, I typically never change it unless it actually doesn't work. That said, I've only once had a point where my coding has been so convoluted that it has actually significantly slowed down the game (outside of stupid and silly tests).

I certainly hope that progress continues to be this promising.
:
Same. Cleaning up code is a long, and tedious process. It's awesome that he shows so much dedication to this.
:
Holy shit, this looks fantastic. I can't even properly articulate how much I love this, being probably the most promising fan game in OWF history.

I can see that for most it would be an overly ambitious task, but you seem to have a huge amount of motivation behind you and I respect that man. You really know what you're doing.
Thanks, it's great feedback like thisand lots of coffee, that has kept me going. Right now I'm just finishing up some sub quests for you to play around with until the abrupt end of Act 1, Part 1.

One of the main problems I'm having at the moment is sound. I had someone who was meant to be doing some music for this but never delievered. I feel I'd be ripping you guys off giving you a soundless demo, but also ripping you off just the same giving you some stock sounds. And I really don't want to commision someone again.

It's a pickle. :I
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  #70  
01-27-2014, 02:41 PM
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I music, and I have exactly one month until Uni starts. I also have no experience making anything digitally, but I'm sure it can't be too hard...

Shoot me a PM or something.
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  #71  
01-27-2014, 02:47 PM
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I've only done electronica music, sounds fine and all, but I don't think it'd fit in Oddworld well. Do you have sound effects though? I know a thing or two about making sound effects.
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  #72  
01-29-2014, 01:13 AM
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Should have just called this, "Meet Some Muds" but it's atleast something till I can update properly. Have fun.
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  #73  
01-29-2014, 04:46 AM
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Woah! Those Mudokons are awesome! I am so looking forward to this!

The only thing that bothers me is that the Mudombie's colors look a bit "washed out", it might be because the clothes have "degraded" the same amount as the Mudokon itself in the sprite.

In my opinion it looks better without the "washed" out clothes, I attached an image to show you.

Remember, this is only my opinion, I think it all looks awesome and that this is turning out great!
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  #74  
01-29-2014, 10:24 AM
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Woah! Those Mudokons are awesome! I am so looking forward to this!

The only thing that bothers me is that the Mudombie's colors look a bit "washed out", it might be because the clothes have "degraded" the same amount as the Mudokon itself in the sprite.

In my opinion it looks better without the "washed" out clothes, I attached an image to show you.

Remember, this is only my opinion, I think it all looks awesome and that this is turning out great!
Thanks! The mudombie's clothing colour was something that I had noticed whilst drawing the sprites, however I felt the washed out colours gave a better impression of them having been dead for a while than the normal loincloth colours did. The character design change fairly frequently (The Mysterious Nomad has had an alteration in the few hours since this was posted) so these are by no means final designs.

On a design related note, remember how Lorne wanted it so that Abe's ponytail would grow the more spirtually attuned (or something) he was? Well Kip has that, depending on your maximum Spooce count, and current Spooce ability your ponytail can be small or large. Wonderful, yes? C:

E: Oh, and your tattoos will do this aswell.
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  #75  
01-29-2014, 03:14 PM
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I am jealous of your ability to do creatures. I've only been able to do machines when it came to spriting.
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  #76  
01-30-2014, 01:04 AM
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I am jealous of your ability to do creatures. I've only been able to do machines when it came to spriting.
I'd like to say the secret it practice, but it's mostly trial and error. xD

Anywho, I'd love to be able to give you guys more substantial updates than this, but unfortunately I stil don't have internet at home, so I'm fairly limited with what I'm able to show off. Sorry I'm poor! So here are some ways that your ponytail and tattoos will grow as your Maximum Spooce Count, and your Spooce level increases.

These are just rough ideas that I drew up last night, whilst making more "casting" animations, so that using your powers wouldn't look so dull.(Phylum) Anyway, have fun!

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  #77  
01-30-2014, 06:59 AM
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I have to say, I love the extremely long pony tail, and I also like the idea that tattoos actually occur naturally on Kip with enough Spooce.
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  #78  
01-31-2014, 04:05 AM
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I have to say, I love the extremely long pony tail, and I also like the idea that tattoos actually occur naturally on Kip with enough Spooce.
Thanks! That's probably my favourite aswell just because it looks so luscious. I'm picturing Kip in an Oddworldian L'Orรฉal advert. Anyway, the tattoos don't really occur naturally, the first tattoo stage is brought about from something afterwards they begin spread naturally with enough spooce. (Unless that's what you meant)

Anyway, I don't have a picture for this right now, but when pausing now opens a screen which shows your inventory; misc items, weapons, quest items; aswell as your character's status; HP: Spooce: Spooce Level, and your character's current Mission and Subquest. From here you can also use items, so that's new. Hooray for 2-dimensional Arrays!

E: Oh and in my cleaning up of code, I managed to fix some n00b-esque coding I had done much earlier, thus reducing resources for Kip by half. Woop.
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  #79  
02-06-2014, 02:15 AM
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So here are some pictures of those updates I've been talking about.

Pause screen, including status, missions, and inventory.
Meech Meech Meech Meech.

And a few screenshots from the area where the first boss is located. You have to fight a released Kinto Slave, it's attacks vary from slamming down into the ground, throwing rocks at you, or charge into the walls causing boulders and debris to fall from the ceiling. Oh and I kept losing so Kip died. :I

And here's an image of my new favourite area in my game. The Great Mudoko Tower, click for full image.
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  #80  
02-06-2014, 07:54 AM
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Oh, this is really making me look forward to seeing this released.
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  #81  
02-06-2014, 05:49 PM
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Did not expect to see some Kinto. Great job on surprising me, I actually had to go look it up to remember what it was.
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  #82  
02-06-2014, 11:54 PM
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Oh, this is really making me look forward to seeing this released.
:
Did not expect to see some Kinto. Great job on surprising me, I actually had to go look it up to remember what it was.
Thanks! My aim for the creatures woth this was to make sure to use creatures that had never managed to appear in game, mostly just existing in concept art. With the Kinto it was actually the first enemy I sprited and coded, I just polished it up greatly and added more attacks.
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  #83  
02-07-2014, 08:34 AM
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  #84  
02-07-2014, 01:40 PM
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It'll be nice to meech them. Meech and every one.
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  #85  
02-08-2014, 08:50 PM
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Hrmm?

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  #86  
02-11-2014, 04:17 AM
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Get 'Im!

So I took a little break for the weekend, decided to relax and take some time actually playing games. Monday night I sat down and decide to draw up some concepts for industrial enemies, since I'd mainly been focusing on the Native and Wildlife characters. I was originally going to use the sprites that I had drawn for Slig Suicide, but then after comparing the sizes side by side the slig seemed too small and unimposing, so I redrew them. The far left is the Slig from Slig Suicide, compared to the redrawn sprites and the height of Kip.

Sligs will appear in a number of variants, ranging from different visors, to different skin tones. It's also important to note that not all Sligs you encounter will be hostile, just as not all Mudokons you meet will be hospitable.

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  #87  
02-11-2014, 03:51 PM
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That last one is pretty freaky looking. I like how the sligs are actually smaller than a Mudokon, like how they are in the other games. The maskless Slig looks almost adorable.
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  #88  
02-12-2014, 12:04 AM
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I have to say, I find your graphics wonderfully crisp and nice-looking. It's very clear and yet it retains that pixel-y charm. That you can then code something to go along with it makes me rather envious.
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  #89  
02-15-2014, 12:44 PM
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That last one is pretty freaky looking. I like how the sligs are actually smaller than a Mudokon, like how they are in the other games. The maskless Slig looks almost adorable.
You should see this guy.


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I have to say, I find your graphics wonderfully crisp and nice-looking. It's very clear and yet it retains that pixel-y charm. That you can then code something to go along with it makes me rather envious.
Thanks! I try my best to make the pixels look as pixel-y as I can!

Not too much I can really say on the update front without giving too much away. I've been including more of the story into the first part of the game, though I can't continue much without finishing up some sprite so here's what I'm working on at the moment.



Pants Pending.
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Last edited by JayDee; 02-15-2014 at 02:40 PM..
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02-19-2014, 11:44 AM
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JayDee
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Double post, but unrelated to previous update.

The very first areas I made for the game (Though currently unimplemented) were an underground cave segment filled with ruins and creeping industrial influence, along with a matching preserved version, with Mudokon inhabitants. This gave me ideas to have the player go backwards in time somehow. Though I didn't want it to be a key element of the game, and also make sense somehow within the lore of Oddworld, soo...

Just like every good oddworld game the hero needs some kind of spiritual guide, whether Big Face or Raisin. Upon achieving certain requirementa you must visit the elder of your tribe in order to learn new techniques. Ofcourse just looking at him you can see he's much too old and frail to teach you anything with any great degree of effectiveness. The only reasonable course is to possess him and search his memories ofcourse!

In order to learn new techniques, or learn more of the past you must play as the Village Elder in the past.



Here he is displaying the Spooce Shield ability, this allows you to block incoming projectiles.

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