Insanity's Blade Green Lit! Final Release Dec 1st on Steam

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From the Asset Store
Green island themed set of tiles for your platformer game.
  • Awesome! Also I seem to have picked up the dagger without knowing it. What do I look for to know when I am going to pick up a weapon? Are there icons for them or just small objects similar to the coins? Was thinking similar to castlevania when a weapon drops the sprite for it is big enough to see it pretty well against the background etc... not sure if the game has multiple weapons but if so, it may be good to make the dropped weapons a bit more visually noticeable in case you want to not pick one up if you like your current weapon, etc... just a thought, there is a very good chance I just missed seeing the dagger before I picked it up, but thought I would ask.

  • BluePhaze I've made the changes to the pit in stage 1 and reversed the hit point bars for the player and enemy! Thanks for the find and suggestions!

    The dagger is obtained automatically when you level up the first time. I didn't want to give it to the player right off the bat because I find it makes the game way too easy at the start - you need it for boss fights later on and in the store you can level it up. You can get up to 5 daggers at once to throw and later on (not in the demo) you can get magic daggers that pass through enemies and do more damage.

    I'm really up in the air about multiple weapons as it might make it feel too much like Castlevania. And once the dwarf is programmed in, he throws axes on top of the bullet hell you create with 5 daggers!

    If I did it I'd probably do hidden chests instead of weapon drops.

    So you didn't miss anything - it's just the way I decided to do it... it's more like a power up than a weapon pick up for now.

    New files uploaded within 10 minutes! Thanks for the awesome feedback!!!

  • Sweet, thanks much! That makes sense, I didn't notice that I had leveled up. Now it makes sense to me where I got the daggers!

  • Just noticed with the Windows download, you may want to have it remove the ' from the exe name as that may cause issues on some systems. Any special characters in the executable file name should be avoided if possible.

  • Sorry to keep bugging you today :) Playing through the updated demo I am still getting the fire issue though now without the infinite drop. I just don't die when in the fire, this can be done at multiple places in the first stage. Below is a screenshot of what I am getting, notice that I am still alive you just can't see me due to the fire, though you can see my feet:

    <img src="http://dl.dropboxusercontent.com/u/10285716/ConstructSampleScreenshots/InsanitysBladeFireBug.png" border="0" />

  • BluePhaze It's not a problem! This is exactly what we need to get this thing done right!! I've changed the exe name (windows only) and found the issue. You're getting knocked into the hole, you're not just falling in it. So when you get hit you're invisible for a second or so. The detection for falling in the hole is set to "when collides with" so I made a duplicate of that action and made it "when overlapping with" which should fix the issue. It's uploading now (should be done about 10 minutes from the time I posted this). Feet will still stick out the bottom. I'll fix that later!

    Thanks again!!!

  • this hit me right in the nostalgia <img src="smileys/smiley14.gif" border="0" align="middle" />

    keep up the spectacular work

  • 63 Meg of memories, classic gaming...

    I forgot how many times you had to bash the attack button in games like this, lol

  • 2Dturtle Thanks! We will try! Glad you liked the demo!!

    pixel perfick The file size is all due to music (sound too I suppose). Since there are 18 stages, 18 boss fights and 6-8 sets of cut scenes, I'm going to assume the final file size will be a little hefty due to the music.

    It would be great if I could integrate an NSF player into the game and use the actual chiptunes! Probably reduce the file size by 80%.

  • Addictive! Good job. Definitely a moneymaker.

    Maybe change the background so it flashes less aggressively into slower glowing-loops to be easier on the eyes and not trigger seizures in sensitive people.

  • mercy thanks! and sure we'll definitely aim to prevent seizures, thanks for pointing that out! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • mercy Thanks for the kind words, glad you're enjoying it (the later levels are more addictive! I'm play testing stage 4 as I put new monsters in, a lot of wall climbing in this one.)

    Which background elements are you referring to specifically? Is it the fire in stage 1? I can lower the animation rate in that case. I didn't think the burning buildings themselves were very fast.

    Thanks for the input and I will make the change for the next release!

  • Hey guys! I need a couple of serious beta testers soon. I'm in the middle of map 6 and about to start 7. I need to get the kinks ironed out of the main code, namely the controls. If anyone has time to play and can give feed back let me know. The demo is good for now, but in about a week or so I'll be ready to give out the beta with 3-4 new stages for testing.

    Thanks for the support!!!

    Chris

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  • Yes that glowing wall of fire background flashes too quickly.

  • Putting My hand up, for the Beta testing, if there's a slot free?...

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