blekdar's Forum Posts

  • Time for a couple images.

    Redid the font to make it look better, and more readable. Added some basic keyboard prompts to the in game menus. It's temporary, but it'll do for now. Also improved the title screen a bit, added a non-boring background.

  • New bug fixing build out, have a look:

    http://boncho-games.itch.io/blitz-breaker-alpha

    Quick list of fixes:

    • Fixed an issue with the character shooting out of the screen
    • Fixed an issue with conveyor belts not registering properly
    • Changed collision movement when hit from the side, character no longer bounces off, but hangs in the air for a brief moment (thank you Chaotic Heart for this one)
    • Tweaked the difficulty on a few stages (ie. Mish Masher 9000 now has enough coins to complete the level when rushed through, thank you FloatingCoder on that one)
    • Changed a few level layouts (ie. Robot's First Maze now showcases how the dissolving platforms work, thank you johnguydude)
    • Fixed a game ending bug when you pressed space on the results page (thanks again johnguydude). For now the space key does nothing, but will be added again in later versions
    • Sort of fixed a camera issue where if you went up during a downwards screen transition the camera didn't move back up. If the camera is not overlapping the area Blitz is in, it does correct itself, it just looks a little odd at the moment.

    I'm very thankful that you guys are playing it and posting your feedback and crits, so keep at it!

    Oh, and to cap it off. Here's the chicken head doing battle against a robot octopus.

    I'm also working on improving the font, as I hear about it somewhat often.

    Cheers!

  • If I may, a couple games with good + satisfying shot to kill ratio:

    Nuclear Throne (you can learn a lot from this one)

    Mega Man (any of them really, but I recommend 2,3, and 9)

    Gunstar heroes (this game is pure chaos, but still gives a good idea, and it's one of my personal favorites)

    Not that you should copy these, but I found these games are all very satisfying when you blow things up.

  • Gave it a playthrough, performance was solid. 60-61 fps, cpu never went higher than 25.

    I've got a 2.9ghz i3, 8GB of ram and a gtx 860m (2gb ram), so it's built like a mid range gaming laptop.

    A couple things about the game itself if I may. I played with a controller btw.

    • Mechanics were fairly solid, no issues with how it felt.
    • It looks great
    • Please enable joystick movement as well, as using the d-pad on a 360 pad sucks really badly.
    • I died from pits a lot, mainly because I didn't know they were pits. I would recommend having some kind of black gradient coming from the pits to signify that they result in death.
    • The fades felt reaaaaaaaally slow, seemed to take forever to start a new game
    • A quick restart button would be a very good idea
    • The enemies are really good sponge bullets. Honestly I would half their HP and maybe enough half how much ammo you get. Less is more.
    • Took me a second to get how an elevator works, maybe show a little icon signifying to press up or down?
    • I dunno how I did this, but I died right at the beginning by walking up to the elevator. I was pressing right and down if that helps, but it seems that I got crushed by the elevator or something?

    All in all though, I did have fun with the game. You are going in the right direction. Keep it up!

  • Feature update:

    I'm working on implementing alternate heads/hats/sombreros/whatever as unlockables. It's purely cosmetic, won't change the gameplay at all aside from looking awesome. Here is a skull as an example:

    What I plan on making for the next major build:

    Skull (done)

    Wolf

    Fiesta/Sombrero

    Chicken

    Octopus - Secret reward after the second boss

    But I plan on adding quite a few in the release version. Open to suggestions if you got any.

  • I got a mid range system (alienware alpha, dual core i3 with gtx 860m). I'll download it and let you know how it goes later today.

  • KaMiZoTo Oh you, thanks for praise. CoinOp story is looking equally awesome!

  • Wait so let me get this straight, does inno setup turn a nw.js directory into a stand alone executable, or does it make an installer for the nw.js folder?

  • Oh thank god I thought I did something wrong, you can add Safari for iOS in there as well.

    Edit: Also add NW.js as well.

  • How are you beautiful people doing?

    Lookie, I implemented some simple water and splash animations.

  • Looks tight man, colours are great, designs are great. Nicely done!

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  • Work in progress shot of the second boss fight.

    I guess you could call it a more 'traditional' boss fight. Still though, I like where it's going. I may post a video of the fight in the coming days.

  • Ethan Thank you very much! Glad you like it.

    I got a new build up on itch and gamejolt.

    http://boncho-games.itch.io/blitz-breaker-alpha

    http://gamejolt.com/games/platformer/bl ... pha/48677/

    Includes the new and changed features:

    • Area 2-1 has been added, another 12 levels
    • New menu system, makes more sense on PC
    • Context sensitive death messages
    • Various optimizations
    • Made earlier level goals a bit more fair
    • Some new animations
    • Various other changes that I can't really

    Anyways, give it a playthrough and lemme know what you think. This is currently the 'contest' build, as I aim to enter this in a few contests + showcases.

    Thanks everybody!

  • Been crunching away, getting the next builds ready to show off. Here's a couple new things:

    It wasn't really obvious what coins did, so I made it more obvious:

    Also, since water changes your gravity (cause water, duh). This gives you the amazing ability to wall jump! Gives some great new challenges as well:

  • Something like an RPG with combat inspired by paper mario, but deals with a more 'Souls' style story.

    That or a medieval gunstar heroes.