facecrime's Forum Posts

  • Looking great! Any plans on releasing a demo?

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  • Only now realizing that this might in fact have seperate movement and aiming controls? Sweet.

    Noob question on the side: how do you make the gifs, convert fraps clips or something more streamlined?

  • Really nice visual style!

    The main challenge to me seems memorizing the candy values rather than the math coming with it.

    Advertisment was quite annoying, had to put my device straight to flight mode, sry.

  • Holy crap, this looks fantastic!

    I so need to play this, give us the demo already!

  • Oh wow, that's a great demo there, thanks a bunch!

    Loving the behaviour, that might indeed be a cool addition. Evaluating.

  • Nice one.

    You could make it feel a little more polished by not immediately turning the ship but rather rotate it gradually.

    Could even make turning behaviour part of the ship properties.

    Also, if you gave your ships some unlock requirements like a score threshold you'd provide a bit of replay incentive and goals.

  • anyarmy40k thanks for your reply and taking the time to try it

    taking note of your request for more speed; still got a lot of balancing ahead of me, more mechs to find a spot in the progression for. I didn't want speed to be the standout quality of the on-foot mode, given how much weapon-play it already has. but more overall speed is certainly an option.

    mattb thanks for the in depth response,

    appreciate your proposals and ideas, some are truly tempting.

    I actually have the dashing ability, I just took it off the 2nd mech cos it was so powerful. will have a dedicated mech for that later on.

    Rage not being noteable looks like I toned it down too much, it's actually increasing your fire ratio. nerfed if too much, it seems.

    Obstacles are a pretty broken design, I have to admit. It started out mostly as an excuse for more navigation challenge, but enemies don't really handle it at all. Cover sounds great but I'm cautious to add more features atm.

    Seems a recurring theme that I toned all my balance down too much, with mechs and walking feeling too similar too.

    Good pointers, will certainly consider, thx!

  • ah, great stuff and thx for the insight.

    And good luck with those projects, look forward to seeing more!

  • great projects and nice to see C2 used in such a productive and professional fashion.

    congrats on those gigs too!

    if you dont mind dicussing that, is freelance app development your main business?

    for how long have you been doing it and how many projects like this do you get to do per year?

  • Hi,

    Update Mon Sep 23, 2019:

    Added some Gifs

    Update Mon Feb 02, 2019:

    Rogue-lite version playable here: gamejolt.com/games/craterhounds/367742

    Update Sat July 28, 2018:

    First dungeon generator online

    Update Sun May 21, 2018:

    Experimenting with lighting

    Update Mon May 14, 2018:

    Been a while! Integrating a first pass of environment tiles

    Gif added below

    Update Fri Sept 01, 2017: Update on visual style, first tilesets

    Update Thu May 11, 2017: Started concepting for a graphical style, far from done, but not all unhappy with some results. For art stuff the see latest post

    Update Mon April 17, 2017: new version on the arcade - new levels, 200% overhauled mechanics, still no visuals

    oh, and brought back the mechs!

    https://www.scirra.com/arcade/shooting- ... v-02-17020

    Update Fri Sep 02, 2016: new demo on the arcade - check later post for details]

    https://www.scirra.com/arcade/action-ga ... type-10787

    Original post:

    this prototype is about hijacking powerful Mechs and plowing through hordes of ruthless invaders.

    Currently consists of 3 levels:

    1. Breach the Gate

    2. Rescue your Allies

    3. Steal the Heavy Walker

    Disclaimer:

    All visuals are still placeholders at this point, so please try to look beyond the chunky visuals. Things do get boxy and abstract at times, I guess.

    The Warhammer 40k theme will be gone in the end, although the gritty sci-fi vibe is kinda what I'm after.

    There are still some bugs at times, like enemies chasing you through walls or allies attacking you.

    But that shouldnt hurt the fun (much <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">).

    At times the level language is probably not super selfexplanatory, due to minimal visuals.

    Hopefully the objective tracker and compass help clarify the mission goals a bit.

    Feature breakdown:

    • Fight on foot, wielding Blaster and Grenades

    or

    • Steal heavily armed Mechs and trample smaller enemies
    • Gather rage to unleash Berserk Mode
    • 3 Mech types to hijack, each with unique behaviours and abilities
    • 4 enemy solider types, 4 enemy mech types
    • Allied troops to rescue or fight along side
    • indoor and outdoor segments (image real pretty graphics!)

    Playing with gamepad is recommended!

    Tested with Xbox360 pad in Chrome.

    Keyboard+Mouse is supported but only for debugging, not quite as juicy atm.

    Pro tip: I left in a cheat button to skip through levels, in case you get stuck or have to restart too often

    Play here:

    https://dl.dropboxusercontent.com/u/145 ... index.html

  • Hi,

    I want my player to only reach his full speed with a slight delay, to improve the sense of weight of the character.

    I'm controlling with gamepad, so my axis input ranges from 0 to 100, is there some expression I could work with to delay that input gradually?

    (I'd like to avoid using physics here)

  • tell me you didnt make this entirely within one game jam!

    gorgeous.

  • from the video it looks like you have some nicely mindbending leveldesign going there. looks like fun!

    IMHO you're giving away a lot of visual appeal with the repetitive background, that's a shame.

    maybe you have some patience left to improve the background?

    other than that it looks like a fun game

  • ah, you hit the sweet spot there; yes, I am destroying objects and i just found that I forgot a 'global' flag on my object.

    works now, thanks!

  • Hi,

    My camera is attached to an object with a scroll-to behaviour. The object is part of a container attached to player sprite. When spawning that player on start of layout, the container objects are fetched (I suppose) and it appears that the camera doesn't properly attach to the object.

    Is that a property of scroll-to or only occurring in combination with containers?