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PostPosted: Tue 17 Aug, 2010 1:08 pm 
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That's good to hear. :) Progress on this has been quiet recently, so I was curious how things were coming.

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PostPosted: Sun 19 Sep, 2010 5:34 am 
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/\dittoes
this was one of the projects that inspired me to try coding, and it's wonderful to see it's still progressing


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PostPosted: Tue 21 Dec, 2010 1:30 am 
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Well, it's been a pretty long project. Over the Christmas break, I'm going to clear up one of the more-persistant bugs of the engine and finish up the titlescreen menu and savegame system.

At that point, there should be a pretty good basis for a beta release. That should give players a pretty good feel for the mechanics of the game and generate some useful feedback.

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PostPosted: Thu 19 May, 2011 5:18 am 
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Good news this month. Several persistent bugs...bugs that have been hiding in the core of the game since the beginning...have been removed! The overall game is almost ready to demo!

Attachment:
sc.gif
sc.gif [ 154.27 KiB | Viewed 4779 times ]


This game also includes...AN AIR LEVEL! Don't fall off!!

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PostPosted: Fri 20 May, 2011 11:56 pm 
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Hooray! I'm really glad that you're nearing a point at which a demo can be released. :mrgreen:

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PostPosted: Mon 23 May, 2011 6:38 pm 
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It won't be much longer. I'll want to fine-tune the File Select & load/save code, place some exploding barrels, etc. But for the most part it's demo-ready.

http://www.youtube.com/watch?v=TeAXO-DW ... ture=inbox

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PostPosted: Mon 30 May, 2011 10:15 pm 
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Lookin' good Digitan! =)

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PostPosted: Sun 02 Oct, 2011 8:53 pm 
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To get the program release-ready, I'll be cleaning up a few bugs and image artifacts left over from when the project began.

After that, I'll need to populate each area with citizens to talk to. Since cinematics are going to be a pain, I'll save those for the first major upgrade.

Then, all that's left is boss programming and adding rules stating you must defeat the boss before the next area is available.


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File comment: Areas like this empty mining camp will be filled with citizens soon.
mining camp.gif
mining camp.gif [ 128.78 KiB | Viewed 4558 times ]

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Sonic the Hedgehog [Multiplatform]
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PostPosted: Mon 03 Oct, 2011 4:16 am 
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Here's a preview of how stats will work.

Leveling up will slowly allocate points/squares toward your stats evenly. (The 3 points for Speed were freebies).

Eating food will allocate circles. These have the same effect as regular points, except they will be taken away if you die or don't eat often. Ex: By eating meat 3 consecutive times, I earned myself 3 ATTACK points. I could move those circles elsewhere by eating differently.


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stats.gif
stats.gif [ 1.46 KiB | Viewed 4554 times ]

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PostPosted: Tue 04 Oct, 2011 1:26 am 
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It all looks very good to me, and I'm excited to hear that you're moving this towards a release!


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PostPosted: Thu 13 Oct, 2011 12:08 am 
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i am exceedingly jealous of that smooth scrolling tile-mapper you have there. is it too highly code specific to ever be used for anything else?


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