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 Post subject: Re: Development blog posts
 Post Posted: Fri Jul 06, 2012 9:27 pm 
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Very interesting, enjoyed all these post. Keep posting more of these

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I'm starting to think players that die a lot have much more nerf request. Adjust your tactics before you start yelling NERF to the Dev's


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 Post subject: Re: Development blog posts
 Post Posted: Fri Jul 13, 2012 11:14 pm 
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Another blogpost about the technology behind Awesomenauts. This one is only for those who are interested in programming!

Optimisation lessons learned (part 2)


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 Post subject: Re: Development blog posts
 Post Posted: Sat Jul 21, 2012 9:34 pm 
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The final blogpost from my mini-series about optimisation. For tech-geeks only. ;) This one discusses topics around timing and multi-threading, which are some of the most complex and interesting optimisation issues.

Optimisation lessons learned (part 3)

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 Post subject: Re: Development blog posts
 Post Posted: Sat Aug 11, 2012 4:09 pm 
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New blogpost on developing Awesomenauts! This time about how lame many aspects of programming joystick support on PC are. Believe me, some of these are pretty lame!

The craziness that is joysticks on PC

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 Post subject: Re: Development blog posts
 Post Posted: Tue Aug 14, 2012 11:16 pm 
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I'm not sure if you take request, but could you make a Blog post about your Ranking system, and how you had to adapt TrueSkill to fit Awesomenauts?

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 Post subject: Re: Development blog posts
 Post Posted: Sat Aug 18, 2012 9:04 pm 
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New blogpost about development of Awesomenauts! This time about our experience with crowdsourcing the translations of the new texts for the PC version of Awesomenauts.

Our experience with crowdsourcing translations

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 Post subject: Re: Development blog posts
 Post Posted: Wed Aug 22, 2012 1:15 am 
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OOooooooh Joost pleas tell me that symbol for True Duck is the for shadowing of a badass duck character that you guys are gonna release. That would be soooo sick and Awesome. We have a frog, a monkey, a lizard, all we need now is a duck! Make it happen please! And make him a Plattypus, that would be mind blowingly awesome!!


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 Post subject: Re: Development blog posts
 Post Posted: Fri Aug 24, 2012 11:01 pm 
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New blogpost about development of Awesomenauts! This time about how we animated the characters to be able to aim in different directions, while also being able to walk/jump/stand at the same time.

Making 2D characters aim in all directions

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 Post subject: Re: Development blog posts
 Post Posted: Wed Aug 29, 2012 8:46 pm 
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Very interesting post to read, thank you for these blogs, it's a great insight into just how much hard work goes into our favourite games, and very much appreciated. I love just how much work went into adding all the little quirks like Froggy's tongue, and Lonestar's changing expressions (love making Lonestar look up personally), they really add a lot to the game.

One thing that had been nagging at my mind for a while however was the way the Holo-Cat Launcher on Derpl's Battle Desk does not switch sides when he changes directions, which isn't an unusual occurance in 2D games AFAIK, but was apparent nonetheless. I was a little disappointed to see this wasn't touched upon in the blog (especially as one of his sprites was featured), and was wondering if you'd share your thoughts on this. I assume this was down to the amount of extra work that would've been involved in trying to change what is arguably a minor detail.

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 Post subject: Re: Development blog posts
 Post Posted: Sat Sep 08, 2012 8:15 pm 
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New blogpost! This time about how we made the shooting animations in Awesomenauts, so that they can combine well with freely running and jumping at the same time.

Shooting animations in Awesomenauts

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