Copy Girl - Megaman inspired platformer

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Post » Fri Jun 12, 2015 10:07 pm

It's going to be so Rad!!!
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Post » Sat Jun 13, 2015 5:18 pm

Oh man, this looks so awesome! Can't wait to see more.
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Post » Wed Jun 17, 2015 2:43 am

Playing around the test room with some new enemies and mechanics for Tsunami's stage. Here we have "drifters" - they zig-zag upwards and launch themselves down when reaching the surface of the water. They're pretty dangerous in groups but can be carefully maneuvered through if you don't feel like fighting them. No match for the Penta Pearl ability, though...which you actually won't have in this stage lol.

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Post » Wed Jun 17, 2015 1:11 pm

Hi @Tokinsom! I recently saw your game on GAMESFODA E3 special. Congrats for the awesome work! Can't wait to play it.
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Post » Wed Jun 17, 2015 8:27 pm

Very cool @Tokinsom! The enemies have some pretty cool movement patterns, and the Penta Pearl ability looks like a fun take on the Skull Barrier and Leaf Shield from MegaMan.
Be sure to check out my Metroidvania game, A Hole in the Earth
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Post » Thu Jun 18, 2015 3:50 pm

Still killing it!! @Tokinsom Copy Girl is coming along so well! I agree with @ryanrybot the movement patterns are awesome.
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Post » Sun Jun 21, 2015 12:31 am

Tsunami's stage continues to take shape. Also finished a new ability, Prismatic Pavise. It's a very large shield that absorbs projectiles. When you let go of [shoot] Copy drops it and it floats in the air, eventually exploding horizontally and dealing back the damage it absorbed. It also pierces enemy shields. Really had to lower the framerate for this one but you get the idea!

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Post » Sun Jun 21, 2015 6:11 pm

Working on a potential wall-tracing ability. You shoot one energy ball horizontally. When it hits a solid it splits in two and traces the walls. When it hits an enemy it splits in two that travel downwards diagonally and eventually trace the walls. They also pass through enemies. Might be a tad overpowered right now lol. This also shows Chemmeleons which work in groups to warp around and shoot at you.

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Post » Fri Jun 26, 2015 3:39 pm

Really digging the work both of you are putting in. I grew up playing Mega Man (specifically MM3) and seeing a project like this gets me really stoked.

Got a question regarding your backgrounds: Are you doing a composition of objects for the parallax scrolling/backgrounds? I'm specifically referring to this image:

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Post » Fri Jun 26, 2015 4:32 pm

@bclikesyou Kind of. There are 2 main background images with 'cutouts' for animated sprite objects. We thought about doing animated tiles but they vary too much and would have just complicated things. We're also using palette shifting on some backgrounds/tilesets like the original Megaman games did.
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