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Deep 
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Joined: Fri Jan 02, 2009 6:02 pm
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Currently Playing: Deep™ The™ Game™
Nah, honestly the longest I've gone without working on it is like a couple of days tops. There's just only one of me lol and I have to spend enough time working at my real life job to have enough money to live on while I make the game, so I don't progress as fast as I'd like to be able to.

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Sat Sep 27, 2014 2:56 am
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making a lot of progress this last week or so, maybe a blog update soon?

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Wed Oct 22, 2014 8:24 pm
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Hallelujah: show
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Wed Oct 22, 2014 10:28 pm
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http://t.co/nwsA5nxEs8
just a mini blog post today. there is however an enemy hiding very well in one of the pictures that i haven't shown before i'm pretty sure.

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Mon Nov 17, 2014 4:41 pm
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i really enjoy the spikes being angled nice design work phil gj


Mon Nov 17, 2014 7:44 pm
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It may be just me but the bigger resize of the spike doesn't look too great

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Mon Nov 17, 2014 7:57 pm
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thank you osm <33
@shaske: yeah you're 100% right, it's just temporary. ive just now finished coding it so longer spikes are tiled versions of the regular ones rather than just a stretched image :)

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Mon Nov 17, 2014 8:59 pm
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What are you programming this in?

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Fri Nov 21, 2014 11:17 am

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luckycrime wrote:
What are you programming this in?


C++, it's in the OP.

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Fri Nov 21, 2014 6:23 pm
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so it's spelunky mixed with cave story but way more boring


Thu Jan 01, 2015 11:23 pm
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that's actually the headline of my design doc yeah

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Thu Jan 01, 2015 11:59 pm
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I'm real interested in this project, I'm interested in the code for that on screen map too.

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Wed Jan 21, 2015 4:58 pm
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Thanks! The code for the minimap isn't too complex, but it has gone through a lot of revision and reworking to get it to where it is right now.

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Thu Jan 22, 2015 12:37 am
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ok so first read this one:
https://deepthegame.wordpress.com/2015/ ... hly-intro/

and then read this one!
https://deepthegame.wordpress.com/2015/ ... arch-2015/

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Mon Mar 30, 2015 6:56 pm
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nice! diggin that ultra friction. no pun intended
and the way you're handling zipping is actually kinda interesting.
def using that debug suggestion btw :>
also about the actor/entity thing: is that like an entity component system? where you can add components seamlessly to an entity? i've looked into that subject recently and it seems like what i've read about.

great stuff so far dude, i'm gonna play the s*** out of this game i swear

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early 2k nostalgia mode


Mon Mar 30, 2015 7:32 pm
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