mercuryus's Forum Posts

  • Cryttexx - hope you like it!

    Meanwhile i finished the first level(and did a lot of tiny things to make Taschengold better).

    Click to play...

    mercuryus

  • The COOP-mode is now available!

    Select two or more player to activate the COOP-mode. Select 'Gemeinsam' to play coop or 'Gegeneinander' to play a battle game.

    In the COOP-mode you can change the player character by clicking it (or with the player selection above the player gui).

    In COOP-mode you can even change the character while in a battle to join the fight and help your friend.

    play taschengold

  • Taschengold is a simple turn based strategy game.

    (WIP)

    It's german language only for now, maybe i translate it to english later...

    You can play the game with one or more (up to 4) character.

    You can play as a single player (unsing 1..4 character) or play with friends (no LAN) coop or in a battle for gold.

    Explore huge dungeons filled with treasures, weapons and monsters.

    Collect, equip (and probably share) weapons, armor, wands, spellbooks and fight the hordes of monsters in the dungeons.

    This is an early beta preview but i would love to get feedback from you!

    Short english description so far:

    You can move your character(s) within the highlighted area.

    Stand beside an object to collect it or a monster to attack it.

    Collected objects are put in your treasure chest (left button) - press it to open and equip weapons, wands, spells and armor to your slots (click them to put them to a free slot or drag&drop them even over an used slot to replace)

    Drag&drop health potions (red) on your player gui character to use and refill you health.

    Attack monsters to clear passages to the dungeons, use keys (silver) to open chests or (gold) to open doors.

    Use lever to open gates and stairs to move to hidden rooms.

    If attacked, press the player dice (or the monster) to attack it - or flee!

    The gui:

    Player, moster and objects have a simple gui:

    top left is the armor value, top right is the attack value, on the button is the health value.

    Worthy items show their value on the bottom right: goldvalue

    hitpoint calculation:

    hitpoints = basic character power + used weapon power + random dice chance - enemy armor (all > 0).

    (weapon and armor will be demaged over time)

    One turn (MP):

    Each player can do the following at his turn: collect, equip, walk, open, [opt. fight], collect

    if you stand beside objects, you always can collect them

    you can always (but not while fighting) open your treasure chest and equip objects

    if you stand beside monsters you will get attacked (you have the first strike) or you can flee (especial if a monster is too strong ("!" at the top of the monster)

    You can move one time each turn - if you reach an object or monster collect and/or fight.

    The main goal is to become rich - collect as many gold as possobel, but be warned!

    The monsters will get stronger and there are boss monsters arround.

    btw. - some monster will follow you, some will guard doors and treasures.

    Explore everything - there could be gold behind.

    Please ask if there is something not easy to understand.

    The game is still WIP - so not all features are implemente now.

    The Level is a testlevel, full of many objects to test - not finished for now and still growing.

    give it a try and please post feedback: TaschenGold

    mercuryus

  • maybe using a helper container sprite staying on 'the ground position' for z-order?

  • Create a new textbox/spritefont per line and move it up constantly scaling it and reduce the opacity (depending on y)

  • create a topmost (highest id) hud layer and set parallax to 0,0

  • Hi Cryttexx

    i would like to test your game with the current state.

    There are some new things i really want to see.

    For me 'Scirra Arcade' is ok...

    mercuryus

  • http://www.gameus.de/Build&Play/ levels are made with tilemaps and finally it depends on how you want to create your platformer (what shapes you want to use for the platforms)

    Tilemaps have some advantage (collision groups, easy level creation/load/save)

  • I once did a diashow like this: http://www.gameus.de/c2/diashow.capx

  • That isn't a design solution - that is a solution using Gamemaker.

    There is a built-in example that comes with C2.

    Free your mind or you will always need a helping hand or just copy and paste...

    It's always better to understand things and translate it to your needs.

    but the c2 excample is a good approach.

  • minify your code on export - this should do it.

  • That's a pitty.

    Such design solutions never depend on the used engine.

    But to translate to c2/3: make (some) rotating emitter spreading centerorientated lines (adjustable in dauration/length) and spread a 'splash-animation' on 'death' of the lines.

    zenox98 probably you have a better solution...

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  • you have to create a 'shake-system' with a 'shake queue'.

    each new shake get a start timer, a dauration and a magnitude.

    on each new shake you have to set the shake queue* (and probably adjust the active shake to the new values ) to your needs.

    on end of a shake you have the set the next (remaining part) shake in the queue - if any.

    *) how you set the queued (future) shakes depends on your needs (e.g. higher magnitude removes lower, short time different magnitude creates a new part shake of the actual shake)

  • google is your friend:

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  • Can i blow up blocks?

    Yes you can! - You have a limited number of bombs per level and find new bombs within the levels.

    We've tested each level multiple times. Once you are familiar with the easy puzzle gameplay you nearly can't lose - but you have to think!