blekdar's Forum Posts

  • Speaking of new mechanics, missile launchers and their missiles are all done art-wise! Here is a level section with them:

    Now, I won't say this is a hard level (there's gonna be much harder ones), but this isn't exactly an easy level.

    I also got a mailing list set up to, if you wanna sign up for it you can here: http://eepurl.com/bs20_P

    I'm working on a newer trailer to show off the improved gameplay + art, and for some showcases coming up, will pose once it's ready to go.

  • I've been making a few prototypes to avoid burning out lately.

    I got a hold of some dragon ball sprites, so I started making the start of a beat-em-up.

  • I'm still here.

    SO! I have been adding new mechanics (I try to introduce one every block of levels, to help keep things interesting). For the current block I'm working on it's short ranged portals!

    I was able to crunch it out on the first day and functionality-wise it workded great. Looked like this:

    But it was feeling a bit off, so, with some advice from some other devs, changed up the portal colors to match and added a small detail path to further indicate where the portals led and voila!

    And now I very much like how this looks + feels.

    I also forgot to post the final look at the second boss!

    I was super pumped that I completed it (plus the music is super rad). Now onto completed the third world + boss (I'm planning four total), and to submit the current build to Fantastic Arcade. Cheers!

  • Looks like Paper Sorcerer has sold over roughly 67,000 copies on steam (source: http://steamspy.com/app/263560), I'd say that's enough of a success. It does employ more than two colours though, it just MOSTLY uses two colours.

    Downwell uses a similar idea too:

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    It's 3 colours and employs them fairly well.

  • Working on a new challenge level. Turned out surprisingly smooth.

  • I've got the demo to Blitz Breaker's PC version over on itch. http://bonchogames.com/blitzbreaker

    I'll be getting greenlight going in the next couple months, will definitely let you know when that happens. Thanks!

  • Hey ludei how do we fix the screen filling issue? I get roughly 12 instances of my game running on screen. I changed the line in C2's runtime but that didn't help. Any advice you can give me? Thanks!

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  • Dude that looks super fun. I wanna call it grumpy sword (or grumpy square).

    I consider this boss fight done now (barring any bugs I missed). So that means it time to plan the next one!

  • 1. Yes, iOS 8 supports webgl. Andriod 5+ supports webgl 3 and Android 4+ supports webgl 2 (I believe)

    2. Cocoon.io is a good option for android, most of us have been getting better performance out of it, but it also seems a few more set up issues can occur. When it works though, it's pretty awesome.

    Intel XDK is good for iOS, fairly easy and painless too. I haven't tried cocoon.io for iOS yet, but it could be interesting.

  • TiAm What did you do to fix the screen scaling issue? I tried the ludei suggestion by changing the line in the c2 runtime yet I still get like...12 instances of my game running on screen. It runs well enough but...not exactly ideal.

  • Hey guys!

    There's a new itch.io page with the more 'official' demo! You can check it out here: http://bonchogames.com/blitzbreaker

    This gives a fairly accurate idea of what the final game will be like, plus it finally has full keyboard + gamepad controls. I did end up scaling back the amount of content (first world) but I believe this will be more beneficial going forward. I would still love testers for the remaining content as I make so if you want in on it please let me know (I may be looking for android testers too, as I may have finally got it working properly)

    Anyways, that's it for now. Cheers!

    alextro Thanks! Not so much trembling but there are some good sounds to go with it.

  • Man, I tried to use the new cocoon, everytime I tried to compile it I got some error which wasn't happening in crosswalk. I'm interested to see how well it performs.

  • #2 doesn't really look like pixel art. It looks like the original Diablo does now. Looked great back in 1996, but not now.

    You'll want to focus on consistency more than anything. Throwing a filter on afterwards...doesn't look very good.

  • Sold? Are you talking about using nw.js and then selling the game as a downloadable? If so, you can always use http://itch.io/ Easy to set up and you get to pick your revenue share with itch itself.

    If you're talking about making money off a browser game, use http://gamejolt.com/, http://www.kongregate.com/ or even http://www.newgrounds.com/ as they all have ad revenue sharing programs. You can even use facebook as well, not 100% on how that works but there's ads and IAP, so those would be avenues of making money.