blekdar's Forum Posts

  • Couple shots for this week. New head feature Fat Bard, the guys doing Blitz's music and sfx:

    And a quick teaser of the 3rd boss, TESS. Managed to get this boss going relatively quickly, was awesome:

    Things are going pretty smoothly, working on the 4th (and final) World now, and it's almost 50% done. Have a great weekend everyone!

  • Alright, so I briefly touched on this earlier on, but implementation has started. For the pc (and maybe future potential console release =O), got some arcade style cabinet art added to help fill up the screen.

    Don't worry, you can turn this off if you don't like it, but I definitely feel that it fills the blank space quite nicely. The art is done by http://coffeedaydreams.tumblr.com/, and she did a wonderful job.

    I'm planning on having about 4-5 options, have about 2 done so far. Looking for a couple other artists to help out, hit me up if you know anyone. Cheers!

  • liquidmetal Smileh Aww, thanks guys!

    Lasers are pretty much finished. I may change the smoke colour or add some sparks (I don't want to over complicate it), but for all intents and purposes they're finished.

    World 3 is wrapping up (just gotta finish the boss now) and World 4 has been started. Will post more gifs when I have more to show of the boss. Also got the first piece of cabinet art implemented, so gotta make the menus for that. I'll show that off soon.

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  • Watched the stream great show!

    Damn didn't know you were a Harmonix dev

    Keep up the good work man.

    Day 1 purchase/download from me

    Hey , glad you liked it.

    Apparently I didn't know I was a Harmonix dev either? Sorry if I gave you that impression during the stream (bad connection, maybe mucked up sound?) As much as I'd like to have been a dev for them, I'm a rookie through and through.

    Hope you still like it though.

  • Hey everybody! Back after lovely days off, so back to work here. Starting to work on the end game (content wise), which includes some much longer levels, and some other goodies.

    As such, made up some new heads. Here is one of my new favorites, Coffee Head:

    Also made up a new trap, good ol laser beams. Placeholder art here.

    There will be two variations of this, fixed position + rotating lasers, and fixed angle + moving lasers. Gives some great variance and feels like a culmination of a few of the other traps (good end game stuff right here)

    Also, Blitz (and hopefully myself) will be on Robot Loves Kitty's Indie Dev Supershow later tonight (11:15 EST / 8:15 PST). You can check it out here if you want to stop by: http://www.twitch.tv/robotloveskitty

    Have a great weekend everyone!

  • You could put the UI on a layer that has parallax set to 0, 0? That way it's x, y coordinates always stay the same (unless you need to have the UI in areas related to the layout, but I prefer the 0 parallax method)

    As far as the text, you could probably just use a pin behavior and pin it to the speech bubble itself.

  • Hey everyone, here's my (slightly experimental) submission for the IndiesvsGamers jam. It's called Super Doomgeon Dive.

    You can play/vote for it here: http://gamejolt.com/games/super-doomgeon-dive/80555

    And this is what it looks like:

    Let me know what you think. Cheers!

  • Anyone else making something for the gamejolt Indies vs gamers jam?

    I am, this is what it looks like (the gif sped up a bit)

  • Hey, thanks landman! Glad you like it!

  • Ashley No, not mine. The reason I'm pumped is it gives me more opportunity to launch my game on older devices without the worry of collisions working improperly. Since my game is rather fast paced, frame skips can cause the character to pass through some walls (not an issue on what say an iPhone 5s and above, but on the iphone 5 it could happen)

    It's really something I'm more excited about to ensure a better user experience for users with slightly lower end hardware, so thank you.

  • Oh hai there, you seem nice.

  • I am crazy happy about this too, thanks Ashley!

  • Alphabear has snuck it's way onto my iPad's game list. Game is so damn cute, so I made some pixel art to go with it.

  • Hey, got around to playing the new demo, feels quite a bit more polished and overall better than last time I played.

    Things I liked:

    • Shooting things feels good, things blow up quickly, very nice
    • Not taking fall damage is great, thank you for removing that.
    • Gameplay concepts are introduced rather quickly, but do make sense.
    • Shooting things feels reeeaaally good, this cannot be stressed enough. You have nailed the feeling of shooting stuff.

    Things that could use improvement:

    • The crusher machines are not very obvious, I was killed several times just from not noticing them. Maybe change up their color to make them more visually obvious?
    • I don't know if this is an issue, but it kind of bugged me: I hopped on one of those crawler bots and tried to run over him to escape, but ended up getting crushed between the corner of the ceiling and the bot.
    • It's kind of weird seeing springs almost flush with the ground, but not bouncing when you run over them. I think it would be better to place them higher up/make them thicker, so it's not as jarring running over them or jumping on them.

    Anyways, those are my thoughts. This is really coming along, keep it up! Gratz about Mozilla too!

  • This looks like a neat little project. If you want some inspiration you should give the Deadbolt demo a shot, as it feels oh so good to play. It's a lot like what you got going here, with some differences.

    http://hopoo.itch.io/deadbolt

    Looking forward to see where you go with this!