roguecore's Forum Posts

  • facecrime Thanks!

    Thanks again! Great suggestions. I'll be adding a help screen that displays when the game is paused to solve this problem. It seems like the most unobtrusive way to make the gameplay information easily available.

  • Hi, Rudi,

    Thanks for taking the time to play and post. You've given me some very useful feedback I think you're totally right about the mouse cursor in the map screen. Even though any click takes you to the next level it feels weird if you've got a cursor, then suddenly have no cursor.

    Yes! You can destroy the spawns. Remember that every time you hit with a bullet it charges up your gun. So if you take a second to destroy the spawns your gun will power up faster and the flying enemies and everything else will become a lot easier.

    The flying martians are very sensitive to seismic vibrations. Any walking will disturb them, so if you need a break to recharge your shields you can stop walking and they will stop coming after a few seconds. This trick doesn't work in the boss area though because the drilling machine is constantly shaking the ground.

    Thanks again

    Also, the name "Children of Apollo" is because the colonists on Mars that you are sent to rescue are the generation of space explorers after the Apollo Moon missions.

  • claurent9 Looks good! Will the box resize to the length of the text?

  • claurent9, stevecameron

    Thanks for taking the time to play my game and for your feedback! This information will help me improve the game.

    There is a 2 frame walk animation but I think it was too subtle so I'll increase the contrast on the leg shadows to make it more visible.

    Every time you hit with a bullet your weapon will gain power. When you get enough power it will upgrade.

    If you get hit you lose all power. The power bars next to the health show upgrade status.

    Maybe I need to change the look to improve feedback to the player so it does not seem like a random upgrade?

    Thanks again

  • Demo finished. This represents the quality of the finished game. How does it play?

    Children of Apollo

  • To move a character at a custom angle with the 8-direction behavior you need to set the X,Y vectors.

    Set the angle and speed you want to variables then do this:

    set 8direction X vector to: mySpeed * cos(moveAngle)

    set 8direction Y vector to: mySpeed * sin(moveAngle)

  • Wow! you have made so many stage there! I impressed (thumbsup)

    Thanks!

  • oh I have got to play this, how long have you been working on it?

    Casually for about a year I think. I only had the core gameplay finished. But then things changed and over the past few weeks I've been able to work on it full time and have been pumping out enemies, scenery, tilemaps, and bug fixes like mad. I'm hoping it will be finished by early July. Keep an eye on my Greenlight page or Twitter sheet for updates.

  • I like this for the vibe, some lovecraftian realm? Cool colors, some nice level ideas, as far as i can tell.

    Whats with the character, no anim at all? That feels lazy. The player char should be your primary source for rewarding player input; make your game feel juicy and responsive, its key to getting a mature vibe to your project.

    Keep it up, cant wait for the full thing.

    Believe it or not this is Mars. The first level is on the surface and everything else is a battle to the core of the planet to rescue abducted colonists.

    As for the character, I actually had animation in the original prototype but I took it out because the solid white made the character much easier to track when things started to heat up. You're not the first to bring this up though so I might revisit the idea of character animation and try some different variations, see if I can get something that works. Thanks for the feedback!

  • One of the best projects I have seen in a long time.

    Thanks! That's very encouraging

  • It all seemed to work fine. Keep going!

  • Game is nearly finished. Probably less than 60 days left.

  • I played for about 10 or 15 mins before I gave up..

    everything looked the same color, I couldn't tell where I was and if I was going anywhere different really... although when there were more enemies I realized I was in a new area.. Oh and the outer light purple color which is the bounds of the game? I thought I could walk on it.. so I was surprised when I couldn't go through it..and died pinned up against it a few times.. maybe this needs more contrast (darker) as its the edge of the screen? or maybe it was weird how the character starts to overlap it but then you can't quite go through it? not sure.. something just wasn't right so when I was running from those bat things I wasn't sure where the bounds were exactly... also the bats go through this so I thought I could... if it's supposed to be higher or lower elevation, maybe you could add something to the tiles give it height or depth?

    The player needs some work.. without any walking animation the player really feels like it's like a HUD element. doesn't feel as part of the world. Also think about doing a Scroll to lerp instead of ScrollTo behavior to make it in the world more maybe?. And the player needs a drop shadow like those bats.. and needs to turn left/right.

    I played a second time and eventually I found 1 human.. but not another one.. and I looked hard!

    Thanks again for the feedback and encouragement. The next update is going to have improved boundary tiles. Also footpaths lead to the prisoners and there is a sonar ping when you start to get close. I just tested having the shooting enemies only shoot when they're on screen and the game plays a lot better but I'll need to take some time to tweak their placements now.

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  • it is impossible to know where you are and where to go. Jast "walk" randomly.

    Did you see the path? Maybe the version didn't update and it's showing you and old version without the path.