Derqs's Forum Posts

  • I really like the shading you did on those tiles!, somehow it all reminds me a bit of Fez.

    Maybe you can take something from Maxim Gorky's appearance, and use it on your game character to really make him stand out. (quick google search) I see he has a really big moustache and a hat on some photos, so maybe you can do something with that.

    I'm looking forward to see some ingame footage!

  • Wow thanks everyone!

    Today I added a smooth camera and decided to clean the event sheets a bit, group objects etc.

    I also want to add some sort of dust when the player walks, but I still need to figure what the best way is to do it.

    -The gameplay idea I have is still a bit vague, so if anyone has any suggestion I would love to hear them.

  • Gameplay:

    You start out in a Town hub, here you can buy new weapons and armor. What you equip here will be you starting weapon and helmet.

    When you enter the dungeon you get thrown into a random dungeon room, each time you leave a dungeon room you get thrown into a random other room. So each dungeon run will be unique.

    Sometimes you will be sent into a treasure room, here you can pay to open a chest for a chance for a nice blessing. These will give you more power/more health/ xx% for more gold etc..

    After a few rooms you will be sent in to a boss room, kill the boss for a unique blessing based on the killed boss and a pile of gold.

    I aim to make the game endless, but design the game to kill you. So try to make it as far as you can.

    Town:

    Boss concept:

    Playable Build:

    I just uploaded a playable build, its the first playable build ever so it's missing a lot. Everything in the shop is free, so you can equip better gear from the start if you think the game is too hard. I added a StarWars inspired helmet and weapon for testing. The helmet gives you infinite health. The sword does 99 damage. Powerups don't work yet. Controls: Arrows keys to move around. Z - Jump. X - Attack/Action

    http://www.indiedb.com/games/5-minute-d ... -alpha-100

  • This looks amazing!, definitely one of the best C2 games I've seen so far

  • Oh man this is getting better every time!

    Love the Idle animation on the cyclops. The little goblins being scared it a nice detail too.

  • Hey there.

    I never really participated in gamejams and such, but I really want to!

    I just can't think of any small, simple and fun game. Ofcourse you can just make a platformer with coins and a few levels, but where is the fun in that?

    How do you guys do it?

  • This is coming up soon! Anyone joining?

    http://www.spookyjam.com

  • DARTH Crusher

    Thanks, I'll have a look at particles then.

    Trying out parallax scrolling:

  • DARTH crusher

    You might want to make the background a little brighter, because right now it's hard to see the difference between solid objects and background.

    The flames on the torch look good, I need some torches in my game aswell, so this is perfect reference material.

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  • Worked on a working shop system.

  • Loving the look of this!

  • Looks really good! love the mix between pixel and digital art in the promo picture.

  • Maybe something like a variable that counts the amount of enemies.

    e.g in wave 1 there should be spawning 20 enemies. so when the variable that counts the enemies reaches 20 you stop spawning. And when it reaches 0 you go to the next wave. Then in wave 2 you stop spawning at 30 enemies and so on

  • I had the same problem some time ago.

    using for each will solve it.

    this was the topic I made back then: https://www.scirra.com/forum/viewtopic.php?f=147&t=92255

  • Thank you, that was really helpful. definitely going to try functions out.

    Well I got the system working now.

    You can buy weapons by pressing UP when you overlap the matching weapon icon. this unlocks the weapon.

    When you bought/unlock it, the icon changes to a equip button and lets you change your weapon to the matching icon.

    When you don't have enough money the amount of gold text will flash to show that.

    when you leave and re-enter the room, you still will have the weapons unlocked that you had before you left the room. This was done by giving the sword icon object a persist behavior.

    So that's basically everything I wanted.

    Here is a screenshot of the code:

    As you can see I barely used any variables which make the evensheet really big and messy.

    The cost of weapons also arent in a variable, because the costs are based on animations, not individual objects.

    The only variables used are: total_money, current_weapon.

    And here is the capx if anyone wants to copy everything: capx.

    If you have suggestions on how to simplify and make the events more efficient, please tell.

    thanks!