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Super Ancient Keys, Like the first one, only SUPER
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 Post subject: Re: Super Ancient Keys
PostPosted: Tue Jan 10, 2017 5:51 pm 
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Thanks DonnieTheGuy!
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this one

just kidding, i also really like the one enchlore said

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 Post subject: Re: Super Ancient Keys
PostPosted: Tue Jan 10, 2017 7:01 pm 
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I personally think the yellow and white one with a small hat looks the best to me. The color scheme looks more appealing than the other ones in my eyes and the jacket and hat makes it look more adventurous (which seems appropriate, considering that she likes treasure hunting). Also, I think the little hat kinda adds a little charm into it.

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 Post subject: Re: Super Ancient Keys
PostPosted: Wed Jan 25, 2017 8:32 pm 
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Well guys, decided to make a poll for the design of Shiff. Options are the original design with purple+white and the Indy-inspired design with orange (the two most popular picks).

Personally, I'm still leaning towards option 1, but I'd really like to know what you guys think.

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 Post subject: Re: Super Ancient Keys
PostPosted: Wed Jan 25, 2017 8:40 pm 
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It's hard to wear a hat on a hat (assuming that Toad people hats are hats, of course).

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 Post subject: Re: Super Ancient Keys
PostPosted: Wed Jan 25, 2017 11:28 pm 
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He has no file, He has no name!
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I like the color and outfit of #2 better, but im not a fan of the hat hat.

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 Post subject: Re: Super Ancient Keys
PostPosted: Thu Jan 26, 2017 10:14 am 
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MoneyMan wrote:
I like the color and outfit of #2 better, but im not a fan of the hat hat.

My Money is on this MoneyMan

Top colors remind me of Cappy and abducted Toad

 
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 Post subject: Re: Super Ancient Keys
PostPosted: Thu Jan 26, 2017 10:58 am 
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I actually kinda like the hat hat. But I'd probably still say use the sprite without it.

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 Post subject: Re: Super Ancient Keys
PostPosted: Thu Jan 26, 2017 5:11 pm 
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VinnyVideo wrote:
It's hard to wear a hat on a hat (assuming that Toad people hats are hats, of course).

MoneyMan wrote:
I like the color and outfit of #2 better, but im not a fan of the hat hat.

HylianDev wrote:
I actually kinda like the hat hat. But I'd probably still say use the sprite without it.

Yeah, if option 2 gets used, I'll probably do away with the hat. I just don't feel it's working out and it seems majority agrees.

Also, wow, the poll results are very even.

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 Post subject: Re: Super Ancient Keys
PostPosted: Thu Feb 23, 2017 12:19 am 
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Are you ready for completely unsubstantial updates because Dustin doesn't want to spoil actual content?! HECK YEAH YOU ARE

Spoiler:

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 Post subject: Re: Super Ancient Keys
PostPosted: Wed Mar 22, 2017 4:55 pm 
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So, I've been messing about with the text box graphic. This one is based on the Chrono Trigger textbox, which the game had been using until recently. Dunno if it looks good, so let me know.

Spoiler:


Also, I'm looking for a few beta testers/consultants for this project, so let me know if you're interested. Though, this position will involve answering questions to solve my rampant indecision problem, so you need not apply if you just intend to squat in the Discord group.

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 Post subject: Re: Super Ancient Keys
PostPosted: Thu Mar 23, 2017 12:42 am 
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I can test and answer questions.

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 Post subject: Re: Super Ancient Keys
PostPosted: Mon May 08, 2017 9:12 pm 
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Well, unfortunately, a series of real life events have left Vim once again unable to compose for this. What will this mean for the project? I really have no idea. I mean, it wouldn't be the worst thing ever to not have a fully original soundtrack (lord knows, many fangames before mine have done just fine), but it's a shame for there to only be a partial one, y'know?

Anyway, if you are a composer that's interested or you know one that might be, be sure to let me know.

EDIT:
Or maybe not...? Vim says she might still do a thing, so I don't really know.

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 Post subject: Re: Super Ancient Keys
PostPosted: Tue Jun 13, 2017 2:40 pm 
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Alright, so, we got some more information on Mario Odyssey and it turns out that there's an enemy possession gimmick. If you've read most of this topic, you'll know that this is kinda similar to SAK's primary gimmick.

How do you all feel about this? Do they feel divergent enough? Should this affect the game going forward? If so, how?

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 Post subject: Re: Super Ancient Keys
PostPosted: Tue Jun 13, 2017 3:15 pm 
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Your game is 2D, which already makes it fairly different. I believe the transformations are less temporary, too?

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 Post subject: Re: Super Ancient Keys
PostPosted: Tue Jun 13, 2017 3:32 pm 
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Magnemania wrote:
Your game is 2D, which already makes it fairly different. I believe the transformations are less temporary, too?

Yeah, transformations are more limited, but permanent.

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 Post subject: Re: Super Ancient Keys
PostPosted: Tue Jun 13, 2017 9:53 pm 
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Syaxamaphone wrote:
I really like the idea of being able to shape shift into enemies. That's a really cool mechanic!


I stand by what I said forever ago.

I don't care that its an Odyssey thing now, I think you should still keep it.

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 Post subject: Re: Super Ancient Keys
PostPosted: Mon Nov 20, 2017 9:37 pm 
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Now that the NCFC thing is said and done, here's the screenshots I showed off there. Probably not too exciting.

Image Image Image Image Image

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 Post subject: Re: Super Ancient Keys
PostPosted: Fri Nov 24, 2017 8:20 pm 
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Spoiler:

Neweegee did this freakin' sick item get animation and I just had to show it

(Probably the last PhpBB update)

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 Post subject: Re: Super Ancient Keys
PostPosted: Sat Nov 25, 2017 7:49 am 
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Why the Link Pick-up theme always comes to my head when i see something like that?

 
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 Post subject: Re: Super Ancient Keys
PostPosted: Sat Nov 25, 2017 10:29 am 
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I also hear the "Link got an item" music in my head when I see Shiff T. holding up a goodie.

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