Hasuak's Forum Posts

  • It came across as too confusing to understand

    Hah! I knew it. Alright, gimme a moment and I'll rewrite my post.

  • How can I make a layer or a sprite that won't be drawn on certain layers that are behind it? Like a fog particle that doesn't show on the sky layer behind it?

    I'd just put the sky in front of that fog effect, but that way I can't use parallax scrolling for it.

  • New enemies, Guardian and Hornroach! Both working names.

    Guardians (or simply Spearmen) are common enemies found thorough the hollow mountain's dungeons, and are the lowly followers of who/whatever now rules most of the Mountain. Easily beaten with either one special move or two light punches. They will slowly chase you and use either a fast lunging attack or special move where they swipe upwards (hits when you're crouching), launch into the air, and attempt to drop on/behind you with their spear. There are variations of them who won't move and only lunge with their spears, often found guarding steep ledges.

    Hornroaches are devolved denizens of the voodoo-esque half-sunken temples of the first civilization banished into the hollow mountain for reasons unknown. They use the swamps as ambush points and can fly high into the air to cause you massive butthurtism. Imagine fighting a man-sized bee. At least punching them turns them into a slimy yet satisfying bucket of goo. There will be different types of insect-themed enemies accompanying Hornroaches, such as wielders of forbidden magics. Oh, and the model is still very early. Looks a bit too messy. Gotta find a good color scheme for them too. The green stuff is supposed to be the green gunk of the swamps.

    Slow updates lately, still for real life reasons. Lots of development has happened, but not a lot to show yet. I want things to be worth showing before posting anything substantial.

  • LOVE the graphics. I'd like to add that repeatedly tapping the crouch key makes the main character do the worm

    Thanks! Gotta have them sweet dance moves to keep yourself pumped for punching ugly things in their ugly faces

  • The artwork looks really good, you should put this on steam greenlight

    Thanks! Like I said earlier in this thread, Greenlight is on my mind but I won't be putting the game there until I have really solid and polished content to show, and a plan for the entire game. Right now the game is in a great whirlwind of just trying stuff out and the bigger plan of what the game's structure is, is changing constantly. One day it's a Metroidvania, another it's a linear arcade game. Right now I'm thinking of a hub-based game similar to Demon's Souls where each level is seperated into three large parts, each harder than the earlier, and upgrades that are required to traverse certain levels. And of course a rather high difficulty level.

  • Updated the demo to a newer version today! Just tweaking, bugfixing and a few new animations. First enemy is being done and I will update the demo after I've finished the first two enemy types and created some kind of bigger testing platform for them. Last week didn't leave much time for development due to real life reasons.

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  • From what I can see just from the screenshots, the colors are kind of all over the place. Seperate the background and characters/other things of importance by giving them different color schemes and saturation levels. Often games use less saturation on backgrounds to make the important stuff 'pop out' and keep the eyes focused on important things.

    Remember that the feeling of impact is very important in arcadey games like this. Make the screen shake, time could maybe slow down for a fraction of a second when hitting an enemy and the screen slightly flashing, good boomy sounds etc.

  • Hey Hasuak! I got that camera capx for you. I hope you find it useful. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://dl.dropboxusercontent.com/u/305 ... _demo.capx

    Thank you, this has been very helpful! I'm rather new at this math stuff so I really had to dissect this one and see what made it tick. After a while of playing around with the numbers my camera now moves very smoothly and nicely.

    I also decided to sculpt the main character in higher detail to keep myself motivated. Have a gander at: https://sketchfab.com/models/3b674d4c6a ... 72716c615f

  • No such thing as AI in this engine. You gotta build it yourself. Have the character calculate its distance to player and act accordingly. Randomize variables and determine their next events by the resulting numbers. Simulate movement by giving the character a movement behavior, but disable its default controls so player can't control them.

    From my experience making AI is a very long process of hit and miss. You gotta start simple and add to that. First start by making the enemy move and stop when required. Then make them jump randomly at certain distances. Then add animations and events for them to simulate attacks. One piece at a time.

    One good tip I can give to you is to make a Hitbox (the sprite that has the movement behaviors and such, and is invisible) and Animation sprite (the actual character and its sprites) seperately. Pin the Animation sprite to Hitbox and make the Hitbox invisible.

  • No worries, Hasuak! I hope I didn't come across as too harsh. Your game really is looking amazing so far.

    I can definitely share my camera settings with you, if you like. I'll send you a capx later today.

    Oh no, you didn't come across harsh at all. I guess it's just my way of writing lengthy replies that made it look like I reacted to it or something. lool

    If I can throw my two cents in I'd say don't make a Metroidvania - I'd like to see a one on one Street Fighter 2 style game, but inside of an environment that's exploreable. Similar to Bruce Lee, for the Commodore 64 (yes, I'm old):

    https://en.wikipedia.org/wiki/Bruce_Lee_%28video_game%29

    Good news, there will be Bruce Lee-esque bossfights where you fight characters of your size who are either equally or more powerful than you. Not every boss will be just about patterns like in, for example, Castlevania games. Bad news, there will still be equally as many, or even more, giant pattern-based bosses.

    I've been thinking about the Metroidvania thing and currently am planning on something akin to Demon's Souls. You have a hub that takes you to all the levels. You can play them in any order you want, and every level is seperated to three parts with bosses between them. Each part is Metroidvania-style, but not as massive. Just branching paths with different challenges and secrets. Playing levels in different order unlocks stuff in other levels adding to the game's replay value.

  • ^ Thank you! I'll be making a Greenlight page once I'm 100% sure that this game will actually be finished. Right now it's in very early stages. I don't want to make a Greenlight and then cancel it if I realize that the game won't be finished or I can't keep my promises for what I'm planned for the game.

    Oh, and here's a screenshot of the game's old "prototype" I did last year. Too bad I lost pretty much everything related to it. I'm not salty about it though. It let me rethink the art style a bit and rework the player character.

    https://dl.dropboxusercontent.com/u/50541629/durp.jpg

  • Bunch of good feedback!

    Yeah, some of the animations could be faster, but not all of them. The non-looped animations are gonna stay that speed because otherwise they stop way too early and look kinda janky. But I'll try making the rolling, punching and running animations faster.

    The reason why there's delay in jumping when you land is to make the player actually think before jumping. Even if the game is gonna be very jump-centric, spamming it won't be an option. If you've played any Souls game you'll know what I mean. In those games there is delay between almost everything you do so every action is something you need to think about. But I'll experiment with this stuff after I've added stuff to fight and more challenging platform test areas.

    I'll look into your game ASAP. The jittery camera is pretty much straight up copy of Cave Story's camera. It positions itself in front of the player instead of in the middle so you'll see more in front of you all the time. Centering the camera in the middle of the character when stopped is possible, but I don't know what would be gained from it because then it's gonna limit your visibility on both sides instead of just one side. EDIT: Checked out your game. Looks really promising! If you could share your camera system I'd be happy to learn from them. Doesn't mean I'd copypaste it. I just don't know how to make the camera's lerp movement actually start out slow. Right now it just kinda jumps and then slows down.

    Dang, I sound really defensive. You're giving me good feedback! I'll be sure to try your suggestions out in way or another.

  • Sounds like a fresh take on the metroidvania. Really look ...

    Thanks for reminding about Strider, been thinking about buying it just to study its design since it looks pretty cool.

    Also yeah, I might have some kind of leveling system where you can level up and down depending on how you play, much like in Altered Beast and Cave Story. Something that gradually gives you better reach, speed and damage for attacks (and new animations) or something you can 'pop' to go into a super powered mode for a short time but also lose all that 'exp' in the process. I want to keep speedrunning in mind when making this, so anything that gains players speed but is easily lost is good.

  • awesome dude

    I think you should go with the metroidvania. I know they are super taxing to make but once you have the base engine in place the levels should come naturally. you look like you have the right idea. There hasnt been a good one out for ages.

    I am already feeling alot of atmosphere and you only have 2 dudes and some platforms.

    Yeah, I really want to make a Metroidvania. I just want to work on this game alone, so making those can be pretty overwhelming. I also want to keep the menu fiddling to minimum, so no loot or stuff like that. Just gameplay. If I'm going to have "loot" it'll be sub-weapons like in Castlevania and then a button to switch between different regular attacks that you'll gain from bosses or whatever. No leveling, usable items, stats etc. It would be so much work for a game that's just about the action.

    One idea I've had is to make it pseudo-metroidvania, which means making large but seperate levels where you search for keys, switches, plot stuff etc. and then there would be two bosses per each level. We'll see. I'm currently making the first regular mook enemy that will be used for all sorts of roles, so the action gameplay will begin to take shape soon! Gotta learn how to record gifs/webm's too.

  • Thanks! Good to hear that you like the characters and the movement. I'm super self-criticizing so it's hard to know when something I do is actually good or not.