AceWay's Recent Forum Activity

  • Hello! (I wasnt sure if should I post it here or in how-do-i section so sorry in advance!)

    Since I am back to working on my 2D rogue-like platformer game I had to start figuring out how to make the procedural generation happen.

    Since the levels will be generated and filled with the premade rooms (each room is a separate layout) I decided to start small,

    make it work and then ask the brilliant Scirra's community some questions!

    This is what I've got so far:

    8x4 array that is filled with "1" numbers wherever the room is placed (black cube - room, gray cube - empty space)

    First it starts at some point and then the generation is continued by random directions and followed up from the next recently placed "room" in the same fashion to reach the desired number of rooms.

    And I am stuck at this point. I want to fill that with the actual rooms, avoid dead-ends and fit all the entrances in the same time.

    Entrances in each room are also premade so one room can have left/right entrances and another room can have left/up entrances, like this:

    I'd like to know how would you do that so I can find an efficient way to work it out. I was thinking about putting each types of rooms in separate arrays and then choose rooms from specific array when the specific conditions are required but I think it's too much since there are so many combinations.

    To sum up:

    I want to generate a level (which I figured out more or less) and fill it with the premade rooms which contain premade entrances and note that each room is a separate layout.

    Best regards!

    M

  • Working on my rogue-like platformer game to release the demo for you!

    [Note that a lot of the things might be placeholders and they are likely to change]

    Currently prototyping the first mini-boss, the geysers graphics aren't finished yet, but if you have any idea for the mini-boss sprite feel free to write that down, if I use the idea I guarantee that you will be included in the credits.

    Added altars which you can collect special abilities from!

    Implemented first of the 3 shops that will be available in the game. You can boost your base stats there.

    Thats how the shop looks for now.

    There is still much, much stuff to do but I am excited about the fact that I can finally release the demo for you guys to check it out and receive some feedback!

  • 2015-07-25 Update

    What's new:

    -Thorns for the background scenery here and there

    -Unique Run Abilities icons (the frame for it is most likely a placeholder though)

    -Currently adding The Fallen Elf's mechanics

    A screenshot:

    Thorns, icons and The Fallen Elf sprite

    We want to release the demo for all of you next week, so hopefully we do everything on time!

  • 2015-07-25 Update

    What's new:

    -Thorns for the background scenery here and there

    -Unique Run Abilities icons (the frame for it is most likely a placeholder though)

    -Currently adding The Fallen Elf's mechanics

    A screenshot:

    Thorns, icons and The Fallen Elf sprite

    We want to release the demo for all of you next week, so hopefully we do everything on time!

  • marcorocco Thank you! We are planning to release the playable pre-alpha somewhere around the 1st August, we really can't wait to let all of you play it and give us some feedback, that's a crucial thing for us now.

  • 2015-07-18 Update

    What's new:

    -New enemy finished - The Mimic - A chest look-alike that starts jumping around when you get close.

    -More HUB graphics

    -First Unique Run Ability "Take-Off!" that gives you possibility to toggle between walking/flying

    .gifs & screenshots below:

    Current HUB's state

    Mimic

    Take-Off! (that chest sprite is used as a placeholder, abilities will be collected from altars)

    We are planning to add the first shop now, and keep expanding the content, let us know what you think!

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  • 2015-07-18 Update

    What's new:

    -New enemy finished - The Mimic - A chest look-alike that starts jumping around when you get close.

    -More HUB graphics

    -First Unique Run Ability "Take-Off!" that gives you possibility to toggle between walking/flying

    .gifs & screenshots below:

    Current HUB's state

    Mimic

    Take-Off! (that chest sprite is used as a placeholder, abilities will be collected from altars)

    We are planning to add the first shop now, and keep expanding the content, let us know what you think!

  • 2015-07-11 Update

    Next week, next update,

    We are getting closer and closer to the playable prototype of the game!

    What's new:

    -New enemy finished - Unholy Knave - it chases you down to attack you and then come off the ground behind you (the concept changed a bit since its' origins)

    -New enemy's mechanics finished - Blighted Terror, basically he starts flying towards you whenever you get close to him (animations will be added soon)

    -Some HUB background graphics, it's being prototyped right now

    -Fixed some minor bugs

    .gifs below:

    And the current HUB's look:

  • 2015-07-04 Update

    Hey!

    So basically I've been working on fixing game's flaws and expanding its content this week. The game should be playable really, really soon and that's when

    I'm going to upload it here and wait for your feedback.

    What's new:

    -More background details

    -Collecting money from chests

    -Money counter

    -Added switching through rooms

    -Im working on the third enemy that's going to be called The Unholy Knave, not finished yet. He will be charging fast to you and slash really fast as well (it will be possible to avoid it of course), he might also have some platform abilities like jumping etc. I need to tweak

    -Fixed some minor bugs

    .gifs below (sorry for the visible cursor in the first one):

    I also added HUB room, but I'm not to show it yet since everything is made of placeholders. There are going to be 3 types of shops and during the run

    you will also have opportunity to collect different items that assist you as long as you're alive.

    Feel free to ask anything about the game if you are interested and give me some feedback about what you (don't) like, I'd appreciate it!

  • 2015-07-04 Update

    Hey!

    So basically I've been working on fixing game's flaws and expanding its content this week. The game should be playable really, really soon and that's when

    I'm going to upload it here and wait for your feedback.

    What's new:

    -More background details

    -Collecting money from chests

    -Money counter

    -Added switching through rooms

    -Im working on the third enemy that's going to be called The Unholy Knave, not finished yet. He will be charging fast to you and slash really fast as well (it will be possible to avoid it of course), he might also have some platform abilities like jumping etc. I need to tweak

    -Fixed some minor bugs

    .gifs below (sorry for the visible cursor in the first one):

    I also added HUB room, but I'm not to show it yet since everything is made of placeholders. There are going to be 3 types of shops and during the run

    you will also have opportunity to collect different items that assist you as long as you're alive.

    Feel free to ask anything about the game if you are interested and give me some feedback about what you (don't) like, I'd appreciate it!

  • 2015-06-27 Update

    What's new:

    -New background things

    -Working HP bar + amount of damage dealt appearing after the hit

    -You can also see the player's dashing ability (needs some tweaking as well) but it was there before

    A .gif below (sorry for the quality lower than usual):

    Currently I'm working on tweaking anything that doesn't feel right to me, adding new enemies (two more are already drawn)

    and a few separate rooms to play around with.

    I'd be glad if you let me know what you think about it so far! Any opinions, questions and suggestions are welcome.

  • Thank you crypticblonde and mannygill99 for some good words,

    I appreciate that you took your time to step in here and comment on the project!

    2015-06-20 Update

    What's new:

    -The "poof" effect applied to dying enemies

    -Improved background (not finished yet)

    -Facial expression of the player being hurt

    Screenshot below (the health bar isn't working yet, I will prioritize it in the next update):

    Feel free to ask me anything about the project and let me know what do you think about it!

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AceWay

Member since 16 Oct, 2014

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