JJEvil's Forum Posts

  • GAMEPLAY FOOTAGE:

    There are plentiful bugs fixes ahead and much content to create, but the game is now very playable. The screen recording software that I'm using really drops the frame rate, so apologies for the choppiness. Once the demo is released, you'll get to try it for yourself.

    http://youtu.be/E-lI6vsHrVc

    SCREENSHOT ALBUM:

    http://imgur.com/a/CsOyn

  • I love the art style you have for your game. The blocky dark tones you have add to how amazing this game is going to be...not to mention the time you have put into it

    Thanks for taking a look! I am really pushing some of the limits of the html5 engine with this game. If I can balance the features and frame rate, it's going to be a hell of a game. It's buggy right now, but very playable. I am readying a playable alpha demo version for release as soon as possible.

  • My game finally has a title.

    I don't really care if you call it B dot LAST or BLAST, or Born to Last or Born Last or what. The official title is B.LAST - Born to Last. The important thing is that a demo is coming relatively soon, and I'll need a lot of feedback to make this game fun.

    A couple hundred hours into this project, I decided that having a title up front was less important than creating a good game, and molding the title around it. However, I did make myself a promise. To keep from procrastinating forever on naming the project, I decided to pick a ludicrously large number of development hours to be the goal for having a title. I picked 3000 hours.

    I didn't really foresee it getting here in only 6 months, but guess what:

    Also, I discovered this glitch:

    And it was pretty cool so I'm leaving it in.

    SCREENSHOT ALBUM:

    http://imgur.com/a/CsOyn

  • Really great assets quality you have.

    Did you make it with photoshop?

    Actually, I started in photoshop with pixel art. I wasn't happy with the way the pixel art meshed so I created an autotrace preset in illustator. That is the result of tracing my original pixel art.

  • Good work.

    What do you mean by game engine?

    The programming , how things will work??

    I've built a playground of sorts to get the features and mechanics working. I can control the player, aim, shoot, talk to NPCs, purchase items, interact with blocks, etc. I'm calling that my game engine because once it's fully complete, I'll then be able to focus on making the content rather than the stuff that moves the content around. I've worked in a ton of features to make the playable characters versatile. Working on an early demo video of what all the characters can do so far, and I'll post it once its done.

  • Still a lot of time before I'll have something to release, but my game engine is now fully functional, and a lot of fun to mess around with.

    I'm over 2800 hrs in http://i.imgur.com/jDgSoOp.png and I'm targeting a 3000 hour update for the demo release.

    About the game: It is a 2-d megametroidmanvania hybrid with 2 player co-op. The game mechanics are working good, even in 2P so the focus now is on building a demo level for people to try out.

    Put together some assets last night for a rough layout for the demo level:

    http://i.imgur.com/pP45aXk.png

    Let me know what you think of the level art.

    Will attempt to get a game mechanics video up some time this weekend to show off the engine.

    Lots to do, Peace out.

    Joey

  • I have the steam version. I would like an owner's badge too.

  • http://youtu.be/mZMYpGV8zY0

    I've been working on my engine re-write. I've decided to focus on developing the overhead view and get some of the weapons working. Let me know what you think.

  • ZeroBelow

    Yeah it's a pain, but the new work is coming along pretty good. I'm building on what I've already learned and making a better product.

  • Cool. Posting so I can find this later. I need to see if this can be implemented in my work.

  • Keep up the good work!

  • Love the look. Can't wait to play a finished version.

  • Yes, multiplayer will be tasty.

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  • I began my first attempt at game design over 4 months ago. Since then according to Steam,I've logged over 1600 hours in Construct 2. At first, I needed to teach myself to use the tools in front of me to produce what I could picture in my head. That effort led me in creating a side-scrolling platformer engine that ended up being better than I expected. I could probably build a full game off of it just by creating content, building levels and adding traps and enemies. But I strive to do something different. I want to create something elaborate and engaging. I want to tell a story and keep people playing it right up to the conclusion.

    The current engine is inflexible. The events haven't been set up to be easily replaced or replicated so I'm in the middle of a redesign.

    I'm creating a space epic adventure rpg. I want to take elements from some of my favorite games and combine them in new and interesting ways. It's like Zelda 3 in space, with some Blaster Master, Metroid, Paper Mario, and Smash Brothers thrown in. All wrapped in my own original story with its own feel. From a developer standpoint it sounds like a bad idea to mix too many genres together. First, you have to work in 1000 different directions creating 1000 different features and getting them all to work together. This is where working by yourself is a real pain. I'd much rather have someone else designing the enemy AI while I put together a solid and adaptable engine. As it is, The enemies will have to be developed after I create the engine, putting completion MONTHS further down the road.

    Regardless, I work towards progressing the state of the game engine every day. The new engine will allow me to seamlessly transition between a "walking map" which will be a non scale representation of our solar system, overhead levels, and side scrolling levels. I'll be able to implement single screen multiplayer, better lighting and a host of other features I want to include. Progress ticks forward at a steady pace.

    The story overview: The year is 2149.

    The setting: Earth's Solar System.

    The Terran System is memorializing the 100 year anniversary of the the first launch of the Enhanced Nuclear Pulse Drive(ENP). It's development by the Pard Corporation was a revolution in space travel. After several years of refinements, it was commercialized. The drive allowed humans to travel 5% of the Speed of Light. In real terms, that is VERY VERY VERY fast. Intra-stellar trips that would take months or years could be made in hours. When Mars is close to Earth, the trip there and back could be made in a day. The technology created a space travel era greatly eclipsing the rocket age and making burnt fuel propulsion completely obsolete. It also led to human exploration and colonization of objects in our solar system. Some colonies found existence to be extremely difficult. Others found limitless resources and grew and flourished under the population influx of the 22nd century "gold rush." New life was discovered. Inter-stellar contact and trade was made with alien races. The nature of human existence changed very quickly. Over the decades, the most successful colonies weened from their dependence on Earth for their existence. Their cultures and economies developed independently of the home planet. They wanted self rule and determination. They organized and collectively declared their independence from the rule of the distant government of Earth. Earth refused to acknowledge their independence and war began. The war has been dragging on for a decade. You are a Marine commissioned under the Earth Alliance. You've been stationed on Mars performing routine duties, training, awaiting deployment orders. A diplomat from Earth was traveling to Titan station to participate in peace negotiations with the colonies. His mission was to negotiate a city state relationship with the Earth Alliance. The colonies were to be given broad autonomy, but not complete independence from Earth. Somebody did not want that to happen. His ship disappeared, and he never completed his mission. Nobody knows where he is now. You must find him and if he is alive, help him complete his mission. Those are your orders.