Bleeks's Forum Posts

  • Here is what I call the Deep Dive.

    Your Tank cant get through the gap, so you jump out with the main character Gunn and dive in.

    The camera quickly and smoothly zooms out and pans downwards using Lerp as Gunn falls into the abyss.

    This gives you some time to react to what's coming. Spike Patches! One hit and you're sent back to your tank at the top and lose a chunk of health.

    You can always bail out of a dive by pressing the transport button to safely send Gunn back to the tank quickly.

    Sneaky spikes at the bottom for maximum pain lol

    As you land the camera zooms back in, now you can get the rare crystals.

    This is inspired a bit by those Mega Man falling through spikes stages.

  • Part Two:

    Here the Red Jet chases you, launching missiles into the foreground leading up to the boss encounter.

    Red Jet's green orb turrets firing.

    In the background the Red Jets turret orbs are destroyed and now its launching more missiles. The explosion smoke forms into a skull like Dr. Wily in the mega man series.

  • Here are some screenshots of the latest build.

    Part One:

    First is a scene where you meet a rebel force, foes or friends?

    This is just a scene of the first area in the game code named "Rebel Island".

    A scene of the second action stage. The Red Jet spawns attack drones that scale to the foreground dropping bombs and also shoot at you. You can get some good air when jumping at the peak of the hill sides kind of like skateboarding up a half pipe.

    Last is a tank mini boss, that has this charge attack that you dodge by grapple jumping over the tank shots.

  • Hey, its been a long time since we rock and rolled. After 4 years off of developing the game due to personal health problems I am back at it again.

    They wont let me continue my original thread as its been years now so here is a new dev log. You can still find the old one on here with the title GunnSwitch.

    Returning to a project after such a long time has been a challenge, especially working with a project where I had not put enough comments in the event sheet to explain what everything is doing. But after a little time with it I've gotten a grasp on things and added comments to everything. I've made some strides and have got past some obstacles I was having four years ago.

    Since returning I've added a health and weapon upgrade system with matching UI. Created some new mechanics and squashed some old lingering bugs. I finished my first proper boss battle in the game with different phases, Boss Health Bar UI.

    Not bad for my first month back but there's still so much to do.

    As a two person team my brother does the art and helps with design ideas, I do everything else. My style of development is a bit all over the place. Every time I go in with a plan I'll do some of it but then end up being pulled into working on other things I notice when working on said plan.

    As an indie dev wearing so many hats, being all over the place is kind of what we do anyways.

    Still though, I'm trying to be more organized in my plans of attack and get those missions done before going at something else.

    Anyways, we will be updating this dev blog at least once a week with some of the progress we have made and share our challenges and triumphs.

    Good luck to everyone

    There's some great stuff being worked on here

    Cheers

  • runtime.js:23 [C3 runtime] The renderer indicates a major performance caveat. Software rendering may be in use. This can result in significantly degraded performance.

    This is what comes up. Have you seen this before?

  • I usually use chrome to run my game. I just tried running it on Microsoft Edge and it works just fine now. What about Chrome could cause this to happen?

  • Also, I tried opening one of my older files on an older version of Construct and im having the same issues. Really confused on what can be causing this as I have not changed anything since yesterday when it was all working fine.

  • HI. I'm running a file that I saved yesterday that was running just fine at 60 fps. Today when I opened it up and try to preview it I get a black screen or a framerate of 2 per second. I tried opening old files I have and its the same thing, black screen or really slowed down frame rate.

    Did something happen, was there and update recently that may have caused this?

  • GUNNSWITCH playable demo will release this August 2020

    Featuring: Two modes of interchangeable game play, tight mechanics, engaging story line, and lots of shooting action!

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  • Quick Update:

    (Tried to post pics a couple days in a row and for some reason the photo button is not responding so until that's figured out you can keep up to date with the project at our twitter https://twitter.com/CidadeART)

    Some things we have added:

    Tank Shield: Now when the player jumps out of the tank a blue shield transitions over the tank with a cool effect using animation and particles. The tank will be impervious to enemy fire and the player can stand within the Tank Shield to stay safe from enemies.

    Added screen transitions, fixed numerous game play and enemy movement glitches, Tinkered and polished up the first stage (Hard to know when to stop lol), added new explosion animations, Health Bar positioning using lerp when scaling the layout in and out. Also added New effects with lerping action for the Title and logo at the beginning of the game (looking really cool), changed enemy animations and graphics for Stage 1

    Theres more but I cant remember them all at the moment lol

  • This is a shot of the beginning of Stage 2 with added haze effect (Still fine tuning this) and the Start animation which we are using WebM video for. Love the format as it doesnt take up much space and has transparency.

  • Here are a couple more shots of the stage, the second one is a mini boss tank battle..still a work in progress but we have some good attacks in there..happy Saturday!

    Cheers

  • Hey GamerDude, thanks for your thoughts.

    Thats not really the game cover, its a screenshot from the beginning of the game, its cropped and lower image quality. In motion you'll see a vast difference. Live in person its pretty crisp and clear, its all HD sprites at 1080 resolution but I dont want to post huge images of the game so they are shrunk down to 60% of the actual size and cropped.

    The lighting of the crystals are in motion, they are flickering on and off which is why they dont seem to be bright and shining. In game the character is pretty large, when the player jumps out of the tank it scales/zooms in to the screen 1.4 times the size.

    And yes, everything needs a little editing lol...its still in demo/beta so the little things are not polished yet, I've been more concerned with the game play and controls at this time, my artist will be going over these things as we get into the polishing phase.

    Cheers

  • Hey Wacky, thanks for the insight. In motion things are a bit clearer but I agree the foreground should stand out a bit more. Will try it out, great example by the way.

    Cheers