angstloch's Forum Posts

  • DrewMelton indeed you did! Actually i never managed to get any controls to work half as good as those you tweakd :/

  • now thats better

    gorgeously disturbing! and quite difficult too. well im pretty clumsy anyway

  • stylish!

    im using Dictionary for dialogues in my game, with a lot of tokenat. pretty easy and versatile -- not exactly finalfantasy, mind you -- but works for simple introductory utterances...

    i say the thing with the main chara is colours rather than design... these subtle shades of gray, feels a bit too smooth, against the more severe, 8bitish bckground. try to contrast it up?

    keeps me wondering about the music for some reason

  • Well thank y'all brothers and/or sisters for your kind feedback.

    But anyway, forget about that amateurish wannabe that was MEGAQÜEST: ORIGINS and get yrselves ready for the bigger, badder, better amateurish wannabe that's gonna be MEGAQÜEST: DEMO OF DARKNESS! Rumor goes it may be up this weekend! Imma worried I wont have enough karma points to post you a decent link!

    MQ:DoD will be the game's second great iteration, and as such includes items, npcs, more monsters, mor-- no wait, actually less backgrounds -- but cooler. It's already perfectly playable, I just need to polish a few things (“cutthraots” n so). Of course what I'm about to upload is but a beta, alpha or whatever's call'd version of the thing. The idea is, i'll be updating it these weeks coming, hopefully benefiting from the Forum's fabled wisdom, until I get something good enough to be published to scirra arcade, kongregate, u name it...

    Screenshot of the day: Plague District Blues

  • yes there is. "monopolio".

    whattabout penumbra? thats spanish, too...

    love the looks of this, btw.

    just a bit too similar to my own stuff

    ...just much cooler

  • man it looks impressive. congrats!

  • looks really cool. love that fat-bottomed cyborg. But I cant try it out, i get 404 :/

  • As the eldest in the village may remember, nearly a year ago I showcased here the early developments of what would be my first (and well, only) game, the mighty MEGAQÜEST. I've been working on it at somewhat erratic intervals through these past months, until recently (oh so recently) I found out this upcoming indie videogame fest taking place right here at my little hometown in Ûr-Ghûzkhûl, near the Sea of Blood, and they're running this WIPs contest for rookies. So I hastened to riggup a half-decent sample of the mighty MEGAQÜEST to send them. This demo is, alas, not good enough for public derision yet (although an imaginative reader could manage to find a way to play it, I guess), but anyway it just provided the right momentum for me to to pick up this neglected social side of the business (that I hate so much).

    Alright! So we'v got us a MEGAQÜEST: DEMO OF DARKNESS coming soon! (How soon, how soon?) Soon, damn you! I need to polish several things, get me more monsters n stuff, and hopefully make up a bit of hype too. Been considering a megaTumblr, and everything – we'll see!

    As for warmup, and lest we forget, here's a link to the venerable early demo, which I've pompusly redubbed MEGAQÜEST: ORIGINS (aint I an arse):

    megaquest-origins.bitballoon.com

    And then some screenshootin' just to see where we're heading:

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  • well cheers mate, glad u like em

    im working in the final version, trying to give it a "level feeling" rather than just random enemies here n there. soon to be uploaded on the arcade section. hopefully. one hundred events max is quite a turndown but id like to finish this first demo using the free version of C2 -- which seems fitting, for a first project...

  • hum, so so. yeah i limited the controls so you can only attack when standing. the slower attack wasnt intentional, i tweaked it a bit and polished couple of thing more. by the way i had a sneakest glimpse of your donjon crawler (yup that one with them godenaxe placeholders). looks promising, hope we get a thread when u declassify it i was considering using poser (for thats as far as my 3d lore goes) in some diffuse future project, maybe...

    hey fellas, youll probably hv to refresh a couple of times to get the actualizations happening... at least is happening to me, seemingly the thing gets cacheed and the browser keeps displaying the ole good known version until you shake it a bit. make sure you play the last version! its got healthbars and goblins and cyclops! cyclops, for fuck sake! do not miss em!

    right just to make it sure, thats what you should be viewing on start:

    as usual,

    megaquest.bitballoon.com

  • hey there family, new updated version online with DrewMelton -inspired mechanics, a beautifully organized code (youll gotta trust me in that one), a health bar and, above it all, more monsters to pulp! everything is subject to tweaking and so. by the way iv run out of events to use in my free edition (aye nobody told me bout that), it may take me some time to get me 80 quid to spend in, uh, recreational software. but man, its got so much potential...

    copy, paste, go: megaquest.bitballoon.com

  • boy this is awesome. god bless your hangovers! youll forever be remembered in some obscure credit screen somewhere.

    im gonna dig this very carefully. i dont quite get the event sheet page. groups and so. i mean, you do the actions for a (petit?) object A, then for an object B, then you decide to add some more actions to A and... and... and all the B crap is in the way so you cant get things tidy and neat and nice. whatever, ill read me some more tutos.

    seriously man im dead grateful

  • ...alright! heres thes capx. yay i could hv uploaded it before, but its such a mess that im a bit ashamed of it

    this is for the version online. please mind this is my first project, and i worked it on the go, correcting (sort of) issues as i found them... so be indulgent And theres no groups of events, no families, no recognizable order at all... so be brave, too.

    Tinimations oh well, those improvements you point are, id say, a bit above the current state of the project... i mean, first ill try to get the pc doing properly the basic things and then... yeah, i though maybe the classic ground kick or something similar if you strike while running... well see. theres a bit of a shake when they hit you, i tried to shake it too when you hit them but then the combats where, hm, confusing. if i (or DrewMelton maybe ) fix the basic combat issues ill be able to experiment a bit more.

    then you very much for your interest and help, guys.

  • thanks again for all your comments. im currently trying to code it again, quite a shitty task for many things that worked so-so in the earlier version are just not working at all. other aspects are improving, hopefully, and also new never-heard-of issues arise here an there.

    the player attacks: iv implemented DrewMelton 's idea (cheers fella) which is an improvement, but the main problem is, i believe, related to the platform's behavior. the attack just dosnt trigger properly if you try to hit 'em immediately after a run. iv been playing with the "player---is moving" condition a bit but the results so far were disappointing.

    the battle mechanics goes thus: when u press [space] or touch a monster, attack animations are triggered. At certain point of the animation, the attacker spawns an invisible object that disappears within 0.5secs or so -- different objects for the player and the baddies. if the player touches the monster's spawned object gets hurt and vice versa... what do you think? is that a reasonable system?

    Monumental your words are somewhat mysterious to me ;P but thank you anyway!

  • Tinimations

    whoa. impressive, dude.