thebuddyadrian Games (@tba_games) profile picture

I make games using the Godot game engine. Developer of @idolroyale_game and Lead Programmer for Leaky Pipe Productions

Joined August 2022
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Reviving this account! Here's a brief overview of everything I currently do as a game dev:
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Here's some gameplay of the Android version of IDOL ROYALE! It's pretty much identical to the PC version, It's pretty much identical to the PC version, but with on-screen touch controls. You can even connect a bluetooth controller just like with the PC version!
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Tae Hanazono's Assist Attack: "Odd-Eye and Friends" Tae throws a carrot at the opponent, and if it hits, they'll be attacked by rabbits.
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Rin Hoshizora's Assist Attack: "Now I'm Excited, Nya!" A 3-hit combo consisting of 2 claw scratches and an upwards somersault kick.
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Model previews for two assist characters in development: - Rin Hoshizora (Love Live! School Idol Project) - Tae Hanazono (BanG Dream!)
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Here's some gameplay against the Level 9 CPU after doing some more work on it. It's now smarter about which attacks to use, and knows how to do things like tech, DI, and use meter.
Started adding AI to IDOL ROYALE And by AI I mean CPU-controlled players Right now they just throw out random moves so they aren't very good, but I'll be writing some code to decide the most optimal moves next
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Started adding AI to IDOL ROYALE And by AI I mean CPU-controlled players Right now they just throw out random moves so they aren't very good, but I'll be writing some code to decide the most optimal moves next
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New Air Dodge animations for Kasumi and Honoka!
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Updated Jump animations and new Double Jump animations for Honoka and Kasumi! I added a few more frames to the Jump animations to make them look a little less stiff. For the double jump, I tried making more exaggerated versions of the Jump animations.
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Attack trails now match the character's sprite, and also change based on the costume! Here are some examples:
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My game is good, the algorithm just ignores me My game is good, the algorithm just ignores me My game is good, the algorithm just ignores me My game is good, the algorithm just ignores me My game is good, the algorithm just ignores me Demo out now! Let's gooo!
My game is good, the algorithm just ignores me My game is good, the algorithm just ignores me My game is good, the algorithm just ignores me My game is good, the algorithm just ignores me My game is good, the algorithm just ignores..
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Yoooo demo is finally out, spread the word I do hope people see this and play the game if you got any questions feel free to ask me! #sonicbattle #sonic #godot #itchio youtu.be/E3MGjTB44uM
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Version 3 of my BanG Dream! puzzle game, Puzzle Pico, has been released! I've been pushing this off for far too long now (4 years in fact), but I didn't want to leave it unpolished. Check it out if you like Bandori and/or puzzle games! It even has Online Multiplayer!
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New Mechanic: EX Specials For 1 bar of meter, you can access enhanced versions of your special moves. These enhancements can range from faster frame data to higher kill power. You can also cancel into EX Specials for 2 bars of meter.
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Here are the updated playtesting plans. TLDR the first public demo will have 4 Fighters (Honoka, Haruka, Kasumi, Ren), 6 Assists, and 3 Stages. Before that, smaller-scale playtests will occur, starting with Network Tests that will be held on the game's Discord server.
I'm going to make a post revisiting my playtesting plans soon, and I'd like your input: Would you prefer a public demo with 4 characters and closed playtests leading up to it (like I originally planned), or to make the game publicly available as soon as I have 2 characters?
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The Versus Screen has been implemented! Before each match, characters will have a short line of dialogue. Certain characters will have special dialogue in 1v1 matches. Hopefully this adds a little more personality to the game!
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Almost all of the mechanics in IDOL ROYALE are inspired by other platform fighters. Here's a chart showing where all the game's mechanics come from. IDOL ROYALE isn't just a way to show my appreciation for idols, but for the platform fighter genre as well
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Been trying to figure out a good meter system for a while but I finally settled on a mix between NASB 2's Slime and Rushdown Revolt's Spark. I call it an Energy Meter (that battery shaped bar on the HUD). Here's all the stuff you can do with it:
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The damage system in this game is a bit different so I'll explain it here. When you take damage, your damage ring fills up until you move up to the next damage level. Knockback increases only when your level does, keeping knockback consistent within each level.
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