Copy Girl - Megaman inspired platformer

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Post » Wed Oct 15, 2014 10:46 pm

robertjs3 wrote:I like it @7soul very Rayman Legendsesque level select. Clever.

That's where I got it from ^^ I think it will work well with the way the levels are set up

Refeuh wrote:Btw, if I may ask, are you working on your creations full-time ("pro" activity), or in your spare time ("amateur"-style, which doesn't exclude a game-creation-related full-time job / freelance) ?

I've been doing commission work on the side, but now I'm working exclusively on my stuff, which includes art for the asset store
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Post » Sat Jan 03, 2015 10:15 pm

Some more-or-less new images:

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Post » Sat Jan 10, 2015 5:09 am

New level mockup! This is Tsunami’s level, which features underwater and above water sections

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We also just redesigned our tumblr page, so check it out:

Project Copy Girl DevBlog
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Post » Fri Jan 16, 2015 12:09 pm

Niiice :D I'm really glad to see some regular updates on this ! Being a megatroidvania-fan, this seems Epic !
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Game Producer & Independent Developer - http://raphaelgervaise.com
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Post » Fri Jan 16, 2015 2:21 pm

This just looks plain f***ing awesome! :D
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Post » Fri Jan 16, 2015 6:24 pm

@7Soul I've been really pumped on this project for a while now. Keep it up! Are you using the webGL effect for color replacing? I wish there was a better, more universal solution than that..
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Post » Fri Jan 16, 2015 11:15 pm

Wow! I really wanted to play hahaha

-Gleison
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Post » Fri Jan 16, 2015 11:33 pm

@mudmask Yeah we're using the color replace shader. The palette is stored in a CSV file and parsed/applied in loops.
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Post » Sat Jan 17, 2015 12:01 am

Amazing work guys really nice pixel art i hope the gameplay is also good gl with the game
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Post » Sat Jan 17, 2015 6:48 am

Tokinsom wrote:@mudmask Yeah we're using the color replace shader. The palette is stored in a CSV file and parsed/applied in loops.


What platform(s) are you guys releasing this on? because that's a pretty key feature to a mega man - type game... so I feel like that would limit where you guys release this due to the webgl support not being a universal thing, right?
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