A Hole In the Earth (Blaster Master type game)

0 favourites
From the Asset Store
Change delay, create new lines, "backspace" the text
  • ryanrybot cool its fun to ride the vehicle

  • Thanks bono! I'm trying to make it fun and intuitive to play, so I'm glad to hear that you liked the controls.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • It reminded me of a game I used to play in commodore 64 like... decades ago... I really like where this seems to be going. Would you consider varying the tree's heights? I think the forest -which is already nice- would look much better that way. Love the visuals.

  • Nice work! I had a particularly fun time trying to mount an enemy to get over the big gap. Then I saw the post about getting out of the vehicle, went back and discovered the hover upgrade, which is very well done indeed.

    I must say, it should be possible to optimize events to get you back below 100. Go back and see what events you can combine into single parts or replace with some behavior, also, try using invisible colliders instead of your terrain to detect collisions, saving much needed events. I may be wrong though. Hoping you get your license soon:)

  • Hey, Windwalker that is a very good idea! I am in the process of making some better art assets, so varied trees are definitely on the list.

    Po10c it's fun to hear about all the different ways people are playing. Although the AI and collisions are very primitive* right now, they will get fleshed out later. My hope is that you won't be able to ride on the enemies in the final version.

    I believe it is possible to optimize the events a little more, and thank you for the suggestions! A license will be mine soon. Mwahahaha!

    *may just be crappy

  • ryanrybot you are buying license of construct2?

  • I do hope to get one soon, Until then, it's still fun to create stuff with the free version.

  • Sorry for the lack of updates! The weekly builds will resume now that the holiday break is done. I have purchased a license as well and have spent the last few days cleaning up my project.

    A lot of the graphics have been redrawn and will hopefully be integrated in the next weekly build. It's starting to look like a real game now, if I do say so myself.

    If all goes well, I should have something new to play by Monday.

  • I might as well show a screenshot of what I've been working on. I'm quite happy with the way the parallax looks (which is not obvious in the screenshot).

    The whole ground texture has been redone at 64x64px instead of 50x50px tiles. The tiles were keep as close the the original while taking advantage of having more pixels to work with.

    [attachment=0:2q1npa0n][/attachment:2q1npa0n]

  • Well, I decided to put up a build today. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    NEW:

    -New weapon implemented

    -New ground textures with parallax

    -Tweaked controls a bit

    -Huge clean up of project in general. Performance increase? Maybe.

    BROKE:

    -AI is still broke, but differently now. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    -Trees outside will be parallaxing funny, until I completely redo the outside stuff.

    https://dl.dropboxusercontent.com/u/305 ... index.html

    Have fun! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • The graphics look uber awesome.

  • Thanks a bunch PhoenixNightly! I appreciate that very much.

  • Hello everyone!

    There's a few changes this week.

    https://dl.dropboxusercontent.com/u/305 ... index.html

    -This one has some rudimentary jumping enemy AI, which is way better than it was before, but I could use some feedback on it if you would be so kind.

    -A secret area on the top left of the last passage has been added for testing purposes. I wanted to see how passing through certain walls would look. Next I might try to make it so you have to shoot the wall first, before you can pass through it. We'll see.

    -The starting area is starting to look worse until I get a better understanding of how I want it to look. Sorry about that.

    -A completely new character look and animation is in the works, but for now the old one is still in place.

    -Some more tweaks to the camera so it tracks you better when falling.

    -Vehicle speed increased for better feel. ...or at least I think it feels better. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    This week I plan on getting some form of UI in place, and get more enemy AIs fleshed out. So I hope it goes well. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Anyway, test at your leisure.

    Thanks a bunch! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • its nice. but i think that graphics of background should be more differential

  • Thanks for the feedback plemo!

    Would you prefer it to be completely different, or perhaps just faded more with a different color?

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)