Xenocider/Project Q

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hombreimaginario
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Re: Xenocider/Project Q

Post#291 » Wed Mar 08, 2017 6:17 am

Just to make it clear: ALL pre-orders received until release day get the poster! Pre-order Xenocider today! :D
http://retrosumus.com/shop/




DCGX wrote:Time to find the right place on my wall for that!

Wrath of Khan wrote:Motivated. I pre-orderd the special edition.


Thank you guys!

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mazonemayu
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Re: Xenocider/Project Q

Post#292 » Wed Mar 08, 2017 6:53 am

hope that tune makes it into the final version of the game
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The-Amazing-Mr_V
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Re: Xenocider/Project Q

Post#293 » Wed Mar 08, 2017 6:10 pm

That poster looks awesome!

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hombreimaginario
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Re: Xenocider/Project Q

Post#294 » Thu Mar 09, 2017 5:40 am

mazonemayu wrote:hope that tune makes it into the final version of the game

The-Amazing-Mr_V wrote:That poster looks awesome!


Absolutely,
and yes it does! :D

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hombreimaginario
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Re: Xenocider/Project Q

Post#295 » Sun Mar 26, 2017 4:28 pm

New Dev Diaries episode! Introducing Transistor Highway's final look, new enemies, mechanical obstacles and a pretty unique boss inspired by classic Dreamcast shooter Rez!

http://retrosumus.com/2017/03/dev-diari ... r-highway/



Don't forget to pre-order Xenocider today to receive an exclusive poster by comic book artist Agustín Padilla!

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The-Amazing-Mr_V
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Re: Xenocider/Project Q

Post#296 » Sun Mar 26, 2017 5:23 pm

This just keeps getting better!!!

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Nico0020
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Re: Xenocider/Project Q

Post#297 » Mon Mar 27, 2017 8:18 am

New level looks cool, I like it the style. The enemy designs are great.

I still find the main characters proportions to be off putting. I can't quite put my finger on it, but something about the way the bottom half of her body connects with the upper half.

Regardless gameplay looks solid and a instant buy for me.

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Tarnish
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Re: Xenocider/Project Q

Post#298 » Wed Mar 29, 2017 9:28 am

Just my 2 cents:

1: The way the background image seems to move up and down when the character jumps is pretty weird and noticable.

2: When moving left or right, it always seems to me like the character just slides around the ground like a puppet being dragged from one place to another. There seems to be no animation for moving left or right, which (for me anyway) sticks out like a sore thumb every time I see it. I know it doesn't have any real affect on the gameplay, but it just bothers me. Either turning or tilting the character in the direction the character is moving would make it look better imo.

3: This is probably just me again, but the way the gun moves when the player is aiming, I always feel like the gun is just stuck to her arm and moves on its own. I don't get the sense that it's the character who is moving and aiming it. It seems to me like they are 2 separate entities, doing their own thing: the character is running and moving, while the gun is aiming. This doesn't affect the gameplay either, but I just can't help but notice it in every dev diary.

I know I might sound like nitpicking, but these are just my honest thoughts.

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mazonemayu
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Re: Xenocider/Project Q

Post#299 » Wed Mar 29, 2017 10:20 am

Tarnish: 2 is prolly coz of the legs being straight, when compared to a space harrier running animation where the legs are a slightly more X shaped, it makes for a slightly more fluid left/rightmovement (visually).
the xenocider character runs more with its knees bending upward then backwards
We are SEGA generation.

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Wrath of Khan
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Re: Xenocider/Project Q

Post#300 » Wed Mar 29, 2017 11:52 am

Yes, looks great but I too always notice the walking animation. Its odd and stiff. I second what 'tarnish' said in his post.

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