angstloch's Forum Posts

  • shite that electronicsuperwhatever looks a bit too much like me game X(

    So what you talking about, the starshaped treeleaves or the bw stuff? both of them are easily achieved with c2...

  • sounds to me like a FF where you can use only summons. You could make it more "action" rpg: instead of armourplate himself the player could have to avoid the baddies rays and stuff, that could be funnier maybe. Think turn based rpg are just adventure games where combats are solved as a separate minigames

    anyway make sure that your powerful allies' interventions are spectacular enough (remember the summons!)

  • now that's better! in the meanwhile i noticed I can talk to them little square guys. still there's that damn purple zombie that just won't die. Nor the big boss fella. Dont you worry too much tho, i usually sucks at all games.

    Now, we need to talk about that speaking robot thing. Is cool and original, but for some reason its pronunciation adapts to the player's (or rather his/hers computes'r, i guess) language, which is both confusing and terribly funny. I have no clue how you did it, but check if you can force it to use the ENG pronunciation!

    As I said it's a neat idea. Some people may be confused with the mechanics, but i do believe many others will love them. Apart from music, modular systems are used in fields like programming, visual art, engineering and so. Which is a good market, mind you, all them typical videogame consumers. Shite I sound like one of those pigs again.

  • Looking beautiful. Good old 1980s beat'em up. Graphics look great and it looks fun. The only thing Im missing is the bad guys' names... y'know, "Booner T.", "Spike", "Axl"... and of course "Poison".

  • sweet idea, but i find the tutorial seldom explanatory, and couldn't link the hotkeys to my weapon

  • Here's a 3D (right 3D my ass) pacmanoid I'm planning to upload to the arcade one of these days. Still needs a bit of work tho. Begun as a simple experiment with the shadow behaviour , then based on stemkoski 's legendary although incomplete pacman tutorial. I don't really feel like making one hundred levels, so I'll rather expand the one I have, maybe add some more enemies or traps or something, and make it a survival.

    Go PLAY.

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  • spoiler alert?

  • Well considering we know nothing about the game itself, it's hard to answer coherently. A koopatroopa would look kind of out of place in silent hill...

    Generally speaking then, try to use monsters as narrative devices, not only obstacles to be overcome by the player: giv'em some personality, and make the reflect bigger aspects of the plot. Some might be bond to a certain environment, like wild animals or primitive humanoids. Other may rather reflect their evil master's will: footsoldiers of a warlord, or the undead servants of a necromancer. Some might be outcast, evidently out of their normal element, like, say, aggressive aliens shipwrecked in a prehistoric jungle, or whatever. The individual story of each particular kind of enemy it's not that important, they are only stubs that should help to better picture the whole setting of the game.

    It's a very fashionable, post-modern thing to make some cross-references in nowadays games (and series, movies or films). That's FF's Odin, Bahamut or Shiva. I've lost the count of how many Niflhaims or Yggdrasils are out there. From myth to cryptozoology, we humans've always been good imagining monsters. Lovecraft is also a great source of unspeakable inspiration, but pop culture is vast and full of terrors. Why not include morlocks, graboids, triffids or kaijus? They're all creatures with their own lore, which of course you may ignore completely (as Indian Shiva was no ice goddess) or adapt to your own fluff.

    PS: interesting resources, mystazsea , i'll have a good read. But see, there's Niflheim again. Godammit.

  • muy buena pinta, tiene. Suerte con ello!

  • hu just gimme a sec...

    yeah, you got the venerable charas-project, let's you create lo-bit rpg characters and facesets online. Results may get a bit trashy tho.

    I already recommended dazStudio to somebody here the other day. Not a generator, it's a 3d program where you basically assemble prefabricated elements (like a human body + clothes + hair). Its free, and you've got literally thousands of free assets in sharecg.com or renderosity (liceses may apply). Some guys do amazing (if somewhat uncannily familiar) art with it.

  • aw man that's a shame. But probably unity makes more sense for the kind of game you're into (10k objects ffs). I hope we hear more from it -- in these forums or wherever. Don't you have a working name yet, so we can keep the track of it? "Isometric RPG" might be difficult to find outside this thread

  • Scavenge some scrap to sell back at the settlement after each level -- that's yr coins there. Or maybe you could invest it on ammo or other improvements. (And if you're not careful soon you'll be developing complex equipment systems, currencies, skills, professions, and your game most likely will never be).

  • kill'em filthy horrornoid scum!

  • Very cool indeed! Add some parallax fx there and you can make out something quite spectacular. wouldnt do great in some sort of... zombi horde survival, if you know what i mean. You don't even need walls for that.

    I tried to do something like that at some point, but failed miserably. I'm gonna study your code carefully and... argh, physics! -_-

  • remy-jay go for Daz then. They're pretty much the same. Or so i understand, I only used Daz meself. Anyway the 3D stuff is usually compatible between em...