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Reply to topic GDR Forum Index -> Game Developer's Refuge -> Development Log - Nubs' Adventure [IT'S DONE!] Page Previous  1, 2, 3 ... , 11, 12, 13  Next
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IMakeGames
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PostPosted: Tue Feb 17, 2015 1:04 pm    Post subject: Reply with quote

Change of plans... my girlfriend drew me a much better genie that's way more relatable and also cute:


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IMakeGames
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PostPosted: Sat Feb 21, 2015 10:48 am    Post subject: Reply with quote

Been working on the new enemy that is basically a mine that's chasing you. In addition, it has a shield that blocks your boomerang when you hit it from the front. You will need to get creative! Like this: https://gfycat.com/DecimalMadGibbon

Did I mention I like pixel explosions? :D
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IMakeGames
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PostPosted: Sat Feb 21, 2015 11:10 am    Post subject: Reply with quote

I've also been working on a new app icon, because the old one does not fit at all.


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mikedoty
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PostPosted: Sat Feb 21, 2015 3:58 pm    Post subject: Reply with quote

I watched the particle effects of the small platforms. Do the particles begin a stronger horizontal movement when the camera is scrolling, moving away from the camera, or is that just my imagination, or a random chance within the gif? Regardless, I think the particle effects keep looking great in this one.
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IMakeGames
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PostPosted: Tue Feb 24, 2015 11:34 am    Post subject: Reply with quote

Quote:
I watched the particle effects of the small platforms. Do the particles begin a stronger horizontal movement when the camera is scrolling, moving away from the camera, or is that just my imagination, or a random chance within the gif? Regardless, I think the particle effects keep looking great in this one.

No, the particles do not move differently based on how the camera moves... not sure I see it in the GIF either, so I think it's your imagination! :)



This is another strange but somehow beautiful bug in regards to particles. Basically, a new set of particles were spawning in each logic step. :)
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IMakeGames
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PostPosted: Wed Feb 25, 2015 1:36 pm    Post subject: Reply with quote

I've been working on the second boss battle:



In case you don't know/forgot, you control the giant ass worm there! :D

I've designed the boss a few months ago already, but I wasn't fully satisfied back then. Furthermore, the worm mechanics have changed a bit since and now I think I'm on the right(er) track game-design wise. :)
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IMakeGames
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PostPosted: Thu Feb 26, 2015 1:42 pm    Post subject: Reply with quote

Here it is, in all its animated glory: the second boss fight!

https://gfycat.com/InsignificantDamagedGalah

I'm pretty happy with how it worked out eventually, after a TON of fiddling with different ideas and then another TON of fiddling with parameters. :)
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Sirocco
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PostPosted: Thu Feb 26, 2015 4:58 pm    Post subject: Reply with quote

That does look pretty awesome. Your level of polish continues to impress!
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mikedoty
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PostPosted: Fri Feb 27, 2015 8:19 am    Post subject: Reply with quote

That looks very well done!
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IMakeGames
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PostPosted: Sat Feb 28, 2015 11:20 am    Post subject: Reply with quote

I added light sources and darkness to the second boss battle.



This also adds a new layer of complexity as you can only see the mines when you're near them or when they are near a lightsource.
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IMakeGames
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PostPosted: Fri Apr 03, 2015 12:27 pm    Post subject: Reply with quote

Long time, no see! :)

I've secretly been working away on this little game here, just haven't had anything really noteworthy to post.

Recently, I've been giving the iOS version the proper care it needs. So far, I've managed to make it run stable and with proper framerate on Apple devices dating back to the iPhone4s, which is as far as I will go. If it runs good there, it should run good on newer hardware. Also, IAP is implemented and integrated into the world. I really liked the old model I had with my last game Rico, where there is a free lite version and a full paid version. The thing I didn't like about it was that things like download numbers, ratings and comments were divided, which might also have cost me some sales in the long run. Nubs' Adventure will only be one version that's free. Further down in the game, you hit a literal paywall, that you can lower by purchasing a one-time IAP. I hope to get the best of both worlds with this: let players experience the game first, see what it's all about, enabling them to make an informed decision on whether it's a game they like or not... we'll see how that goes! :)

Another current battle area of mine is support for MFi controllers (which since iOS 7 is the standard for implementing controllers in games). So far, I haven't been too lucky. I'm using LibGDX and RoboVM to build for iOS, but it seems like while the controller support is theoretically implemented, it's not quite working for me. It could be my setup, which is a jailbroken iPad Mini 2, an app called "Controllers for all" and a PS3 controller... other games work well with this setup though... I'll hope to slay that beast soon, as playing with a controller immediately raises the fun level! ;)

In any case, is anybody interested in doing an iOS beta test? You'd just need an iOS device. I've just submitted a build to Apple and would like people to try it out and get some feedback! :)
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IMakeGames
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PostPosted: Sat Apr 04, 2015 12:15 pm    Post subject: Reply with quote

Yeah!!!! It took a long time, but I can finally say: MFi controllers are working on iOS devices like iPad and iPhone!

Here's proof: https://vine.co/v/OlpavzHOi1I

:)
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IMakeGames
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PostPosted: Mon Apr 13, 2015 10:09 am    Post subject: Reply with quote

iOS beta tests are going well! I've had a really strange bug that prevented saving on 64 bit devices, which I would have never found myself as I only have permanent access to an iPad mini and an iPhone 4s, both 32 bit ARM. Luckily, after having it reported by a few people, I was able to borrow a iPad Retina and could reproduce the bug. I'm not sure what the actual root cause was though. The XML parser/serializer I'm using just seemed to choke on certain XML input, but only on 64 bit devices and only when run through RoboVM'S Java-to-iOS native code toolchain. Weird, but I just fixed it by changing some things around until it didn't occur anymore... Shotgun debugging at its best, but sometimes you got to resort to less elegant means to get things done. ;)
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IMakeGames
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PostPosted: Wed Apr 22, 2015 5:40 am    Post subject: Reply with quote

I've been finishing up things left and right, implementing requests from beta testers.

Last (big) thing on my list: the end boss fight! :)

I want to finish this so badly, you don't even know!
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IMakeGames
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PostPosted: Mon Apr 27, 2015 12:10 pm    Post subject: Reply with quote

Equipping the final boss with a laser was definitely not the worst idea! ;)


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Sirocco
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PostPosted: Mon Apr 27, 2015 1:45 pm    Post subject: Reply with quote

Oh, so it looks like the red guys survived after all :|
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mikedoty
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PostPosted: Mon Apr 27, 2015 5:22 pm    Post subject: Reply with quote

Sirocco wrote:
Oh, so it looks like the red guys survived after all :|


Not for long!
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IMakeGames
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PostPosted: Tue Apr 28, 2015 11:24 pm    Post subject: Reply with quote

mikedoty wrote:
Sirocco wrote:
Oh, so it looks like the red guys survived after all :|


Not for long!

:D That's exactly how I planned their demise to look! :)
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IMakeGames
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PostPosted: Mon May 11, 2015 5:33 am    Post subject: Reply with quote

IMakeGames wrote:
mikedoty wrote:
Sirocco wrote:
Oh, so it looks like the red guys survived after all :|


Not for long!

:D That's exactly how I planned their demise to look! :)

Like this maybe? -> https://vine.co/v/eZEBEMiernT/embed/simple
:)

So... I just submitted a build to Apple. Hopefully, the release process is pain-free. Then Nubs' Adventure should be on iOS devices in the next days!!

I have a few things to test for the Android release, but think I can release simultaneously on both iOS and Android. :)
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sonrisu
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PostPosted: Mon May 11, 2015 7:16 am    Post subject: Reply with quote

Woo! Congrats!

Don't relax yet though. This is the part where the really crazy bug reports start rolling in! :]
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IMakeGames
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PostPosted: Tue May 12, 2015 1:29 am    Post subject: Reply with quote

sonrisu wrote:
Woo! Congrats!

Don't relax yet though. This is the part where the really crazy bug reports start rolling in! :]

Ohhhhhhh, yes. Already looking forward to those! ;)
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IMakeGames
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PostPosted: Tue May 26, 2015 1:31 pm    Post subject: Reply with quote

I... I'm done! Apple finally approved my latest build and Nubs' Adventure will be released on the 28th of May for iOS and Android. This is in two days! :)

I'm torn between incredibly happy and even more anxious as I hope there are no big bugs and people will enjoy it. (I'm also secretly hoping for an App Store feature, but I know I'm probably jinxing it... can't help it though)

PC release will follow...
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Sirocco
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PostPosted: Tue May 26, 2015 6:07 pm    Post subject: Reply with quote

I haven't felt that "pre-release jitters" feeling in quite some time :|

But that's just a sign of my recent laziness... heheh. The previews you've put out were solid and well programmed/designed. I have no doubts it'll be well received.
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IMakeGames
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PostPosted: Wed May 27, 2015 10:16 am    Post subject: Reply with quote

These "pre-release jitters" have me sleepless the last few days... :( I hope that changes tomorrow.
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sonrisu
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PostPosted: Wed May 27, 2015 2:34 pm    Post subject: Reply with quote

Sweet! Can't wait to grab this. :]
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