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Post » Sun Jan 19, 2014 7:00 pm

looks excellent
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Post » Sun Jan 19, 2014 7:53 pm

@NotionGames Thanks, I've always admired the art from Super Ubi Land!
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Post » Mon Mar 03, 2014 10:26 pm

Just a little bit of foliage/scenery reworking:

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Post » Mon Mar 03, 2014 11:23 pm

@Wrangler Awesome presentation, love the graphical style. Are you planning to release a demo soon?

Also, how are you doing you gif previews? Have seen a few posted of pixelly games and was wondering how everyone was doing it?

Spoofing in an animation program, or capture of the game to .gif?
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Post » Tue Mar 04, 2014 12:12 pm

@JohnnySix Thanks :) I use a program called LiceCAP which lets me record sections of my screen to .gif format.

As for the demo, it'll be a while yet before I have it ready!
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Post » Tue Mar 04, 2014 1:34 pm

Looks awesome! One to watch, for sure!
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Post » Tue Mar 04, 2014 2:24 pm

Looks very nice! I like so much this kind of games! Plese, finish it as soon as possible!! :D
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Post » Tue Mar 04, 2014 3:20 pm

Very exciting, I'll be keeping an eye on this! Will the dungeons have any random element or will they be predetermined like Zelda?
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Post » Tue Mar 04, 2014 8:45 pm

Thanks for the kind words guys

@lolpaca It really depends, if we can make it work efficiently and easily then it'll be included, as it would bring a lot of replayability
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Post » Sat Mar 08, 2014 5:54 pm

Just a quick update, no new screenshots today I'm afraid.

I've ditched the 4 directional enemy movement I had been using; it was proving unusable due to late calls for animations and sometimes bugging out and sending enemies through walls. So I've switched the enemies to the official Scirra pathfinding behaviour, and they're working properly now. I originally wanted them to be bound to 4 directional movement, but now that I see them moving a little more naturally I prefer the new pathfinding/motion.
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