Daedolon's Forum Posts

  • Thanks tunepunk !

    With a last push, Spooky Heroes reached a release version !

    A lot has been added :

    • Bug corrections
    • 3 new stages : Desert 1, 2 and 3
    • 1 new village
    • 2 new enemies : Crusader & Zealot
    • 3 new boss : Baby Djinn, Walleye and the secret last boss
    • 3 new items : Lava potion, Revive Potion and Poison potion
    • Mobs spawn is now random
    • Rift now randomly spawns, blocking the player progression until defeated. Rifts summons enemies until destroyed.
    • Boulders now randomly fall from the ceiling
    • More than 15 new quests
    • 3 new survival maps
    • New traps : lava and lava geysers

    Here are some captures :

  • Hi everybody,

    I've been working hard on the game for the past weeks. The highlight of this new version are the new survival mode appearing in the game. This should extend the game life a little. Also, the new hero ultimate will allow the player to control any humanoid in the game ! A lot of new power to test for all of them ! Finally, the (fat) baby dragon will allow you to ride him and fly freely with a small ice ball for weapon.

    I also planned all the remaining stage : 3 deserts, 1 mountain and 1 village. I expect to finish them in 1 or 2 week and will try my luck on Steam Greenlight. I hope to have your support !

    -------------------------------------------

    Changelog

    • Graphic overhaul here and there
    • Bug corrections
    • New survival mode for 1 or 2 players with 2 actual version :

    1) Cooperation : Player 1 and 2 must survive has many waves as possible

    2) Competition : Player 2 can control any monster and must kill player 1.

    • 1 new biome : Snow stages
    • 5 new stages :

    1) Swamp 2 : Classic swamp stage with poison water and traps.

    2) River 3 : Cross the river on a raft. Do not fall in the poison water ! Attack barricades to detonate them and move forward.

    3) Snow 1 : Discover dragons, either as a boss or a ride !

    4) Snow 2 : Watch your step on icy floor as you jump from summit to summit !

    5) Village 4 : Buy new useful items there

    • 1 new hero : The Ninja

    Melee attack

    Shuriken : Throw 2 shurikens

    Clone : Create a clone to help your for 15 sec

    Invisibility : Becomes invisible and critical hit on first strike

    Possession : Control the first enemy touched !

    Swift (passive) : 25% chance to dodge attacks

    • 2 new enemies :

    Yeti Brawler :

    Melee attack

    Rock Throw

    Body Slam

    Thrust

    Boulder Crush

    Heavy Hitter (passive) : 25% chance to stun with basic attack

    Yeti Mage :

    Melee Attack

    Ice Spikes

    Ice Ball

    Ice Shield

    Boulder Crush

    Heavy Hitter

    • 3 new items :

    1) Dragon Egg : Summon a baby dragon to ride near dragon nests

    2) Dragon scale : Repair 50% of your armor if you have any

    3) Bone key : Open bone gates

    • 1 new mechanism :

    1) Icy floor : Watch your steps on it !

    • 2 new rides :

    1) Raft : Same as a boat but no cannon...

    2) Baby Dragon : More stable than the flyform and can use ice ball !

    • 2 new boss :

    1) Blob, the goo spitter : Dodge his spits !

    2) Tyrant, the dragon lord : It's getting hot !

    • 1 new quest : Dragon Bounty (to unlock Ninja hero)

    ------------------------------

    And some screen to finish :

  • Hi all !

    Been quite busy the past months, got married, new job, created another small game but having some free time now, I resumed work on Spooky Heroes.

    The game is available on Desura with alpha funding on Windows only :

    Here are some preview :

    Here is the changelog :

    • 1 new map :

    - Swamp 1 : Inhabited by trolls. Beware toxic water and poison gaz

    • 1 new hero :

    - Barbarian : Go full passive !

    - Battle frenzy : Move faster the more you attack

    - Carnage : Deal more damage the more you attack

    - Blood Lust : Drain life on successful hit

    - Second Wind : Once per stage, can revive automatically instead of dying

    - Berserk : 200% damage on basic attack when below 30% life

    • 3 new enemies :

    - Troll Shaman :

    - Fireball

    - Heal Zone

    - Summon air elemental

    - Bite : Damage the first enemy hit and heal the same amount

    - Regeneration : Passively regenerate 2% life each second

    - Troll Warrior :

    - Mace Throw

    - Ki

    - Weapon Explosion

    - Bite

    - Regeneration

    - Poisonous Plant :

    - Poison Gaz : release a poison gaz upon death

    • 1 new boss :

    - Troll King :

    - Call Reinforcements : Summon trolls to defend their king

    - King Aura : Invincible while allies are nearby

    • 3 new music :

    - World map

    - Underwater

    - Swamp

    • Reviewed water graphics
    • Corrected several bugs
    • Optimized all stages
  • Hi all !

    Eight months without news. Quite a long time for such a small project. I've been quite busy with work and it left me little time/motivation to work on the game. One good side of such a situation is that it gives time to think about what needs to be done in the game.

    And now that I found some time to work on it, I've been able to finish the next version of the game. This version mainly concentrates on adding new powers to enemies as well as adding decors to the game which was too empty to my taste. I still have some work to do on the graphics to improve them a little but I think I reached the visual feeling I wanted. The game now has a Spookyedia to allow player to check all enemies and boss powers after the first encounter. I also added a small story book as an introduction. Still need to work on the text though...

    The new version is only available for Windows at the moment and still uses the alpha fund system of Desura. I'll add a free demo version next year for those of you who have not had the opportunity to try it.

    <a href="http://www.desura.com/games/spooky-heroes" title="View Spooky Heroes on Desura" target="_blank"><img src="http://button.desura.com/popularity/medium/games/27622.png" alt="Spooky Heroes" /></a>

    Here is the changelog for version 0.8 :

    Enemies reviewed :

    Gobelin :

    Passive : Clumsy - Sometimes hit itself with basic attacks

    Power 1 : Rock Throw - Throw a rock bouncing 3 times

    Power 2 : Glue Ball - Throw a ball slowing enemies

    Power 3 : Boomerang - Throw a boomerang which returns to its owner after a short time

    Power 4 : Smash - Heavy swing with high damage which stuns the target

    Gobelin archer :

    Passive : Clumsy

    Power 1 : Rock Throw

    Power 2 : Damage trap - Lay a trap damagin the first enemy touching it

    Power 3 : Triple shot - Shoot 3 fast arrows

    Power 4 : Volley - Shoot 5 arrows in the air

    Orc :

    Passive : Berserk - Deals 200% with basic attacks when below 30% life

    Power 1 : Shield Bash - Dash with shield knocking down enemies

    Power 2 : Axe Throw - Throw an axe

    Power 3 : Warcry - Shout to self boost attack

    Power 4 : Smash

    Skeleton :

    Passive : Auto revive - 25% to revive with 50% upon taking fatal damage

    Power 1 : Life steal - Throw a skull damaging the target and healing the caster

    Power 2 : Bonerang - Throw a bonerang which returns to its owner after a short time

    Power 3 : Skull Mine - Place a skull on ground which explode when enemy touches it

    Power 4 : Pain Shield - Create a shield around the caster which damages enemy when attacked with a basic attack

    Triton Harpoon :

    Passive : Water immune - Immune to water damage and breath undeer water

    Power 1 : Weapon Throw - Throw its weapon

    Power 2 : Thrust - Dash forward with a piercing thrust

    Power 3 : Explosion - Unleash and explosion around the caster, knocking down enemies

    Power 4 : Whirlwind - Launch a whirlwind which damage and knock up enemies

    Triton Spear :

    Passive : Water immune

    Power 1 : Piercing Throw - Throw weapon which pierce through enemies

    Power 2 : Thrust

    Power 3 : Stun Trap - Place a trap which stuns the first enemy who touches it

    Power 4 : Whirlwind

    Ranger :

    Passive: Quickness - Move faster

    Power 1 : Piercing arrow - Shoot a piercing arrow

    Power2 : Damage Trap

    Power 3 : Stun trap

    Power 4 : Volley

    New enemy :

    Orc Crossbow

    Passive : Precision - 25% to deal 200% damage with basic attacks

    Power 1 : Piercing Bolt

    Power 2 : Double shot

    Power 3 : Stun Trap

    Power 4 : Headshot - One single shot with heavy damage

    New feature :

    Spookypedia : List all heroes, enemies and boss powers

    Story Book : Display the story of the game

    Stage update :

    Maze : Added signpost to indicates the door and lever numbers to help finding the combination. Good luck ! biggrin.png

    Graphic update :

    Added decor to several stages

  • Thanks a lot for your answer Ashey ! (and sorry for the delay, I've been quite busy with work).

    I don't know why there are so many images. I thought I followed the tutorial properly, to create a tile set and to create animation.

    My game having 7000+ images is wrong. I must have done something wrong so I'll check that asap.

    But I would like to confirm something first to understand how the system works.

    In the plateformer tutorial, you teach us to create animated sprites.

    1) Create a new Sprite

    2) Add animation

    3) Import images

    4) Repeat for each different animation

    So my game uses this system with around 20 sprites, each having around 10 unique animations with around 10-15 images in each animation.

    So my question is : Is this still the correct way to create animated sprites ? Each animation is supposed to create one animation sprite when exported ?

    Also, you said "it looks like you're using animation frames as tilemap tiles - that's going to use up a lot of images", well that is true. Why did I do that ? Simply because I followed the tutorial for the plateformer game which shows how to create tiles by the method I used : Create a sprite, import all tiles inside and change animation speed to 0. I think when I started using Construct 2, the tilemap object did not exist thought (1 or 2 years ago I think).

    I'll update my project with the new tilemap object then. Hope it'll lower the number of image generated.

    But I really wonder how so many images can be created indeed. I really thought I followed the tutorial to the letter.

    Thanks again for your help !

    They already opened a bug report for it on the mozilla website. But meanwhile for my project, it was a big problem since the game did not load on any other browsers except Firefox.

    So I had to install a previous version of Firefox. I chose the 28 since it was the last I use as far as I remember.

    So if other people need to test their games on Firefox with gamepad, avoid Firefox 31. Here is the link for other versions :

    download.mozilla.org/?product=firefox-31.0-SSL&os=win&lang=en-US

    Replace 31 by any version you want.

    Sorry, I made a mistake during my explanation. I meant Left analog X axis goes right, as you stated.

    Anyway the problem is that 3 month ago, when I was using my xBox controler and I pressed right, my character was going right, when pressed left, it was going left, when pressing down, it was going down and when pressing top, it was going top.

    3 months later, without touching the code, when I press left, it goes down, when I press right, it goes top, when I press top, it goes right and when I press down, it goes left.

    The controls were fine 3 months ago, and today, it seems the X and Y axis got switched without me touching the code at all.

    Edit : Ok so I created a new project with a simple platform behavior sprite with right and left detection only. The problem comes from Firefox 31 which inverted the X and Y axis... I tested on chrome and it works fine.

    I hope this will be corrected in next version...

    Hi,

    I was working on a project (http://www.scirra.com/forum/plateformer ... 78999.html) and had to stop the development for 3 months. This project was using the gamepad and was working fine on Chrome and Firefox with my xBox controler.

    However I started the development again and noticed that the movement for my characters was not working anymore. I noticed the bug comes from the axis on the left analog which seems to have been switched.

    So before : left analog X axis > 50 was used to go left, while left analog Y axis > 50 was to go down. So the X axis was supposed to be the horizontal one and the Y axis was supposed to be the vertical one. Right now, this has been inverted and to go left, I need to check left analog Y axis > 50...

    I can't check on Chrome because the game does not load for some reason but I wanted to know if this problem was coming from a Construct 2 update or a Firefox update ? And how to fix this. I'd like to avoid using inverted axis. (I'm using Firefox 31 and Construct 2 173 64bits on windows 8.1)

    Thanks

  • Hi all,

    Been a long time since last update. I've been quite busy with other projects but I have more time now and decided to improve the game immersion. It'll still take me more time to release the next version but I wanted to share what's going on in the project and show it's not dead at all !

    In order to improve the overall feeling of the game and keep it as simple as possible with a little cartoon feeling, I decided to change the way menu is displayed as well as working on the game story. To do that, I created a story book which will contain all menus as well as display the story. Another thing added are vignettes giving the feeling of paper cut drawings which are then used to illustrate the story and draw the world map. Here are a few screenshot of the result so far :

    I'm also working on changing the way heroes interact with NPC to give more life to dialogs as well as adding an achievement system for players who wishes to track their accomplishments.I also have a few more ideas to improve the game content and you should see the result in the next few weeks hopefully.

    The game is available in alpha funding on Desura for those who didn't know (http://www.desura.com/games/spooky-heroes click here). I didn't have time to communicate about it and wanted to improve the game before starting but well, here is an opportunity to do it.

    Hope you'll give it a try !

  • The game was accessible for all at the beginning

    But the game containing now 80% of the features of the final release, it was time to move to the next step.

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  • The only part I can't do is the music. I have 2 sound designers helping me.

    Otherwise I do the graphics and code by myself.

    I use Flash to create the graphics because it's easier to create and animate, then export them as png and import them to C2.

    I really enjoy how easy it is to work like this.

  • Thanks !

    I still need to put more decor in most stages since they are a bit empty. And also I need to improve the game general feeling since it is a bit lacking.

    I'm aiming for desktop since the game is quite heavy, it would be too large for a website I think. Maybe create a smaller web version of the game to reach more people.

  • Hi all !

    No update of the game yet even though some stuff has changed.

    No, today, I'm here with an announcement !

    Spooky Heroes will be released for Alpha funding on Desura !

    Check out the game's page : desura.com/games/spooky-heroes

    As to why I proceed like this, it's mainly because I noticed a few players are willing to pay for an alpha if they think the game is worth it, and more than that, a customer who paid the game will be more inclined to give feedback (or insults) about the game, which would allow me to improve it !

    So if you feel like supporting this game, don't hesitate to help me !

    I'm planning to try to release the game on GoG and Steam too but I would like to perfect the game first with Desura !

    Finally, I have updated the game video to make it look like more professional : spooky-heroes.com/video-preview

    I hope you'll enjoy this news as much as I do !

    Have a nice day !

  • I didn't know that.

    I'll give some try with capproj then.

    Thanks for the heads up !

  • A little bump, I'm still having troubles and still don't know why Node Webkit and Chrome won't work.

    The strange thing is that the Construct 2 loader starts normally but instead of seeing the normal blue bar filling up, the bar is red, and when reaching 100%, nothing happens. It does this on Chrome and Node Webkit, whereas Firefox works fine with the blue bar loading.

    Is there any way to display the list of assets loaded to check which one would cause the problem ?

    Or is there any documentation about how Construct 2 load things (only read how the load works : loading layouts one by one but besides that, not much info)