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    Youtube name is '1337rz', DON'T ASK

  • Small exercise in getting used to Construct...

  • Dig the art style!

  • Make sure to watch it in HD. Same game I was working on a month ago or so, just more stuff now. Things have really progressed.

    Upgraded weapons system with ammo, cooler background now, sfx, music, charged missile system, and some VERY rudimentary enemy AI (right now) that flies at you, shoots, and flies away (either to the background or foreground) after a given amount of time passes. Also the HUD is a little better, and it has some cool SpriteFont effects, for instance typed out gun information whenever you switch weapons,next to the ammo numbers. I don't think anyone will actually read that stuff, but it looks cool on the HUD.

    One thing that isn't in the video is the cool zooming effects. They're still there I just turned them off for the stuff in the middle of the game for some reason while I was recording the video. >_< lol.

    That is looking really, really nice. I agree with the comment on the video about some minor alteration to show which enemies are actually attackable, though. And what will be in place of the ? blocks?

  • Small exercise in getting used to Construct...

    Nice work! If that's just a little experiment to test out Construct then I'm definitely looking forward to your serious projects

  • >

    >

    > Make sure to watch it in HD. Same game I was working on a month ago or so, just more stuff now. Things have really progressed.

    >

    > Upgraded weapons system with ammo, cooler background now, sfx, music, charged missile system, and some VERY rudimentary enemy AI (right now) that flies at you, shoots, and flies away (either to the background or foreground) after a given amount of time passes. Also the HUD is a little better, and it has some cool SpriteFont effects, for instance typed out gun information whenever you switch weapons,next to the ammo numbers. I don't think anyone will actually read that stuff, but it looks cool on the HUD.

    >

    > One thing that isn't in the video is the cool zooming effects. They're still there I just turned them off for the stuff in the middle of the game for some reason while I was recording the video. >_< lol.

    >

    That is looking really, really nice. I agree with the comment on the video about some minor alteration to show which enemies are actually attackable, though. And what will be in place of the ? blocks?

    Thanks a lot.

    Yeah, I'm planning on having the enemies that are on the same plane as the player being a little brighter so they'll stick out a little more.

    The "?" 3D boxes are placeholders for battleships that will be cruising around the background. Not sure if I'm up to snuff for 3D, but they'll more likely be 2D like everything else.

    I actually had experimented with a few battleships exploding and breaking in half in the background. So, it's looking okay. I've been saving this one particular particle object with a custom texture for large objects exploding in the background. Since I've got the layers set up just right, I can toss some floating object into the background that is much closer to the player, and it really adds a nice sense of depth... so something will be floating in the middle of everything... maybe two massive ships battling it out, closer to the player's action...

    The purpose for having such a busy background isn't only to just be there though, I want it to be a visual indicator of the player's success. I plan on having a handful of simple mission goals per level that pop up sporadically throughout the level. The important thing is that you don't necessarily have to succeed in these missions, you can fail and keep playing, but the overall picture of the conflict will change based on your successes.

    So like one simple mission right at the start will be "Defend the Fleet" ... and you accomplish this by not allowing X number of enemies to escape your bullets. If enough happen to get away, then the enemy will accomplish something... like ... say, a battleship blows up in the background. You have failed in one of your objectives, but that's okay, the war isn't lost, you can try to make it up in some other missions... in fact, you shouldn't expect to succeed in all of your missions. The awesome thing is that some upgraded weapons will be more ideal to accomplish particular missions. Like that sniper rifle is terrible to use in defense objective, its slow and clunky, but holding on to one might be a good idea if you want to take out a special or strong enemy, whose defeat could be a mission in itself. Just because you lose a battle doesn't mean the war is lost (or in this case the level).

    At the end of each stage, you'll be able to tell whether this conflict was a victory or defeat based on how many missions you succeeded in, again, it's not like you'll get a game over if you're defeated in all of your missions, but the player's story will change. And its just simple events controlling it all. If mission 1 = successful then destroy battleship1 in the background... things like that. It's actually really simple and effective at making it appear like what you're doing is affecting the world outside, when really the sidescrolling shooter genre is typically a very controlled environment. I'm even thinking about assigning a numerical value to each mission to give value to its importance. Killing a powerful enemy might go further than accomplishing some simple objective. Anyway, I'm very excited about the possibilities for the player to create their own conflict... and though its not really custom tailored war going on, it should at least kind of feel like the player has some power in the game.

    And then combine that with a few different background changes (or perspective shifts) per level, a few more different enemies, and a boss at the end of each level and it'll be great. Let's see if I'll even be able to 'event' all that up though, lol.

    I'm getting all excited just talking about it.

    Completely nerding out. My apologies. lol.

  • > Small exercise in getting used to Construct...

    >

    >

    Nice work! If that's just a little experiment to test out Construct then I'm definitely looking forward to your serious projects

    Agreed, that is awesome!!

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  • A video of our upcoming game.

    I already posted a screenshot, but I figure you may want to see before clicking

    <img src="http://files.getdropbox.com/u/646697/ScreenshotCollectionGBRM.png">

    Enjoy

    what is happening with this project?

  • Small experimental game. Don't really know where it's going.

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  • Small experimental game. Don't really know where it's going.

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    Haha, i remember that, that's great!

  • Turn-based sword fighting RPG prototype I'm working on.

    The turns aren't implemented yet. The video shows a combo exchange state that a player can enter in the middle of a fight. These states won't go nearly as long as they do in the video. Final version will also include movement, actual turns and cooldown times for various actions.

    Again, this video doesn't show the turn based elements (I'm still working on them!!), but the video shows an instance where both players can attack in combinations based on how well they're fighting, and it accounts for on-the-fly defensive and offensive states, allowing the player to dynamically attack, perceive the attack, enter a defensive state, and defend.

    If two player attack at once, I'd like to have a sword clash button mashing event, but I'll work on that later.

    The prototype is really a demonstration of simulating perception (via bullet time/slow motion). If a player is fighting well then they have better reaction times to defend themselves. If the player if fighting poorly they'll have less reaction time to defend. Reaction time is simulated by using a slow motion effect. When the player does better time is very slow and lets them react accordingly. If the player is doing poorly time is at normal pace, and if they're playing very poorly time appears to speed up for them.

    Edit: With better animations, movement, jumping, and all that jazz I think I could get a game fight scene that resembles the bullet time aesthetics of the movie "300." What excites me is that the slow motion effect isn't just an effect, but it actually is a key part of the design, which is controlled dynamically by how well the player is doing. Admittedly, the prototype is riddled with problems that I don't like (for instance, due to my limitations of knowing what I'm doing, time isn't as slow as I'd like it to go, animations are shoddy, there's no movement implemented yet, and I really need some kind of cooldown object that can control just how many times a player can attack before it fatigues them thus affecting their reaction-time/perception) but hey, it's a start.

  • Wow, looks promising . Looking forward to seeing more of this.

    I like how they're just fighting by the side of the road, too. Must be quite a strange sight for the people driving by

  • Playing again.

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  • Playing again.

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    Looking good Minor

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