OUTBUDDIES - a 16bit style metroidvania (with alpha demo!)

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Thanks a bunch [MENTION=21402]zip2kx[/MENTION] ^^

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  • [MENTION=30565]AM_Games[/MENTION]: Thanks, Buddy^^ That comparison honors me every time XD Cheers

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  • Cuz I had performance issues in some rooms I decided to go for resources-friendly pre-baked waterfalls in that game. Also had the stupid idea I needed slopes. Both cost me an awful amount of time to make, especially none of my AIs was designed for handling slopes o_O Now both is luckily done.

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  • [MENTION=16055]SHINBAXTER[/MENTION]: Thanks so much:) I've the gut feeling that all my efforts in the last months to become a more consistent artist are slowly paying off. When I post on social media now I get a lot more interactions and stuff going on than about 6 months ago. Anyway, there's still a looong and probably tedious way to go if I want to match what great titles are already in the pipeline for 2018. This will probably be one of the best years for the genre ever, with highly acclaimed games like Iconoclasts, Death's Gambit, Timespinner and HFA hitting the scene (just to name a few). Not neccessarily the best year to release a Metroidvania myself actually o_O Cheers

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  • the top screenshot with the waterfall & the big structure in the middle looking like the yellow devil megaman boss has a real studio ghibli vibe to it.

    & all we can do is try our best, then release it. learn from our mistakes & make our next game even better :) (actually i think i need to take my own advice XD)

    mario 1, mario 3, super mario world, just keep advancing like a knight on a horse with a javelin! >:D

  • Thanks so much, guys!

    [MENTION=16055]SHINBAXTER[/MENTION]: Great find, this Ghibli thing. I had been deeply impressed watching Castle in the Sky and Nausicaä some years ago. I had never realized tho how much these movies have influenced the game's storyline and characters. I watched both again in the last week and was quite shocked - hopefully, Miyazaki won't kick my ass XD

    There's also some little progress to show. I reworked the game's platforming mechanics which now allow wall jumping. The tileset shown is from the third area, the Corridium Mines, enemies need to replaced, the new Wuzei species is still WIP and will be influced by calamari.

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  • New enemy WIP

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  • The claw attack looks fantastic. Nice squash and stretch and anticipation of the movement. I particularly like the messy, splashy debris during the swing, and how the head wobbles and deforms during it.

    Consider incorporating some more of that wobble and splash into the spinning attack, and adding some wider splatter to the brain-busting death animation.

    You could also animate the bottom (torso, claws, face) during the death more; currently that area hits a point where it more or less freezes while it waits for the head to finish bursting. Consider making the eyes pop even more (or, conversely, make them close or turn to X's). The limbs could move outwards from the body to suggest limpness, while the torso could tilt and sag a bit more continuously.

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  • Thanks a lot for the input, guys! I really appreciate it:) guess I’ll watch some Fist of the North Star tonight and go from there XD

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  • Thanks, man! I stopped calling it 16-bit style btw (cannot change the thread title tho). My stuff does not qualify in terms of complexity and shading techniques (I was educated about this immediately after I had put this on steam XD). I personally think that complex pixel-patterns do not read very well on modern monitors anyway, so I'm happy with how Outbuddies looks today. The classic 16-bit style shines on low resolution and CRT, but not neccessarily when scaled up on sharp HD displays. Metal slug probably is the easiest way to demonstrate how real 16-bit art looks. I guess the Fusion game coming close to this effort is probably HFA.

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  • Hey guys,

    I've not posted much progress in the last months, so here's some stuff I've been working on.

    New trailer (tilesets already outdated tho XD; in-game soundtrack by OGRE)

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    New tilesets, finally got real wrapping auto-tiling to work, happy that the old blocky look is gone.

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    Also, I missed the Kickstarter release date I had aimed for, development had been quite troublesome in the last months. You can read about it on Please login to see this link., in case you're interested (or want to avoid some of my mistakes :P)

    But there's also great news. I'll team up with Clickteam and HeadupGames to bring Outbuddies to major consoles. Still a long rocky path to go, but I could not help myself and made a mockup O_O

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  • Looking great! Auto-tiling is something I really regret dismissing early on in my game. Your tiles look very organic and fluid now!

    Also huge congrats on the Switch port! I can imagine it must be incredibly exciting to release your very own game on a Nintendo console :)

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  • Very cool stuff and congratulations for a bright future!

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  • Thanks, guys:) This thing still feels kinda surreal, so I'll kick my ass to get this damn code done by the end of the year.

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  • Julian82,

    I am so blown away by your dedication and progress! I just watched your latest trailer and thought how awesome this would be to play for my kids! You are almost at your goal, keep it up! What you focus on expands, and I can tell you've been focused!

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