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  • Hi

    very nice, you are like a super advanced user of C2

    I would like to ask some question: Please.

    1 how long has it taken you so far?

    2 how do you plan and generate ideas?

    3 What do you manage your project (tips on stopping it from getting confusing)?

    4 What do you do when you get stuck?

    5 what book or resources do you recommend?

    Any feedback would be very well received.

    Many thanks

    henry

    Hey man, thank's very much for showing an interest in my game

    I'll try and answer best I can, not sure how much help I will be though.

    1. So far I think it's been about 6 months, should be another 3 left. I have been really lazy on this one though

    2. The idea for the main gameplay normally comes from just messing around in C2 or C#/Monogame. Whatever feels good I just keep going. The smaller ideas for level design and enemies normally just pop in my head when I'm doing something else.

    3.Hmmm, I'm not too sure actually. The way I tend to work is to get all the basic mechanics working, add in some enemies, get the game feeling nice and then start building the levels. Any mechanic changes after the level design phase tend to be pretty small.

    4. From a technical point of view I don't tend to get stuck much now TBH. Been making games for over 20 years now so I kind of know what my limitations are and tend to work within these. If I do get stuck on any C2 related stuff a quick google normally sorts it out.

    From a writers block point of view I find the best fix is to record a video of me playing the game and study it to see what's missing or where it looks like it should go next. I tend to miss a load of stuff just play testing, recording videos seems to really help.

    5. For C2 related stuff there's nothing better than the C2 forums and tutorials, but you probably know that already

    Gameplay and production wise I find Jonathan Blow's lectures on youtube to be amazingly helpful and inspiring.

    Here's a link:

    Hope that's of some help, I'm not the greatest dev by any stretch though

    Thanks again

  • Starting to heat up

  • I watched both gameplay vids. It looks very hectic in a good way.

    Is the music in the video's the actual soundtrack or just some random song?

    Thanks man

    Yeah, those are from the soundtrack.

    I don't think any of the tracks are quite finished yet, but I think that's pretty close to how they'll sound in the final game.

  • Shiny new enemy added and a new bullet type

  • Really like it, there' a lot going on!,

    I like the art style with the neon-tempest like graphics.

    Thanks man

    Yeah, there's a ton going on, it feels a lot easier to play than to watch.

    I really like that feel of playing something that looks impossible but feels doable, like Space Giraffe. Gives a nice sense of power.

  • Hi again,

    Here's a little more footage from the game.

    This is an example vid of what a perfect run looks like.

    Sorry for the rough footage again.

  • The game looks indeed very nice. Can you tell how did you do those ghostbusters-like thunderish red lasers (the big guy on the first screen shoots them). Is it a graphic or some clever C2 effect use? They look amazing!

    Thanks man!

    Yeah, those lasers came out a lot better than I expected. It's a combination of sprites and effects.

    The background electric bits are a sprite sheet that was made in photoshop and the wavy bit in the middle is another sprite over the top but with a pulse effect on it. Also the size and opacity sines to make it look a bit more interesting.

  • I haven' t understood anything of the gameplay but it' s really beautiful to see, very "professional made" looking.

    And, the music style is perfect for the "Tron-like" graphics.

    Thank you very much

    That is a very good point, I really should have mentioned what the game actually is ha ha.

    I've now amended the original post to include a description of the gameplay

    Thanks again!

  • Hi everyone!

    Here's some pic and videos of my new game, Hyper Bounce Blast, it's still super early but getting somewhere now

    I released Horizon Shift on steam last May and it was received WAY better than I ever expected, so I started on another game in a similar style.

    So far I think Hyper Bounce Blast is a good improvement.

    The gameplay is part twin stick shooter and part platformer, kinda like a Geometry Wars/ Mario cross over

    There are three types of enemy - Bouncers(Blue), Shooters(Red) and Bonus star enemies (Green)

    The blue enemies can only be killed by bouncing on them, the red can only be killed by shooting them and the green can be killed either way. The higher up the screen you bounce the higher your multiplier.

    Also when you're bouncing you are invulnerable and are encouraged to actually collect the bullets which add to your score and hyper bar.

    So the only real danger is when you miss a jump and are stranded on the floor, then it starts to get scary

    It sounds a lot more confusing than it is I promise

    Here's some rough footage of how the game plays:

    And here's some pics:

    Thanks everyone

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  • hey man, looks great! congrats on the steam release and positive reviews! I'll be buying a copy!

    Thank you so much!

    I hope you like it!

    I can not find the old Steamworks SDK version, you have a link?

    I have it, I can upload it to dropbox if you like?

  • It just broke my games

    austin

    I think you should keep the leaderboards servers at least when you release the new version. Please.

    Yup same here

    Going to have to switch over to local leadeboards I guess.

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