Kent2D's Recent Forum Activity

  • I'm glad you guys like it! :D It's really starting to take shape! If you wanna see a little more about the whole development process check the Devlog!

  • <center><img src="https://dl.dropboxusercontent.com/u/1627736/Tumblr%20-%20Curse%20of%20the%20Bastards/Logo.png" border="0" /></center>

    I'm starting a new project this week. I'll be updating the devlog of whatever I do here and on Tumblr, where I set pretty much all the stuff I'll need for the development. :D

    <center><img src="https://dl.dropboxusercontent.com/u/1627736/Tumblr%20-%20Curse%20of%20the%20Bastards/Imagens%20de%20Postagens/Undefeated.gif" border="0" /></center>

    I've attendet to enough jams to say latelly they're still being fun, but nothing is getting accomplished only by making jam games that are barelly even finished, so I wanted to make something a little bit more long-term. By long term I mean... around 6 to 8 months I suppose. (I hope it doesn't go much further than this)

    I've conceived the idea last week. First off with mechanics, Sketched a few characters, wrote a good part of the story, made the map, player track and a few boss mechanics.

    Maybe some of you will boo me (or hopefully not) but the game will be a Metroidvania. I know... it's being a little bit overused, but hey... As I grew up my favorite game was always Castlevania Symphony of the Night, so this is where I'm going for. Big map, nothing procedural, secret rooms, fully explorable, but harder. The game's also going to have a humorous side. I can't take anything TOO seriously, so I thought I'd not fight that side of me and just get it along with the theme.

    I'll post some sketches, images, ideas, stories... anything I think wouldn't spoil the actual game. :D (That said, don't get mad if I don't get in details about some stuff or another)

    Characters~

    <center><img src="https://dl.dropboxusercontent.com/u/1627736/Tumblr%20-%20Curse%20of%20the%20Bastards/Imagens%20de%20Postagens/Characters.png" border="0" /></center>

    <center><img src="https://dl.dropboxusercontent.com/u/1627736/Tumblr%20-%20Curse%20of%20the%20Bastards/Not%20Blog%20Related/First%20Hall.png" border="0" /></center>

    General Sketches~

    <center><img src="https://dl.dropboxusercontent.com/u/1627736/Tumblr%20-%20Curse%20of%20the%20Bastards/Not%20Blog%20Related/First%20Sketches.png" border="0" /></center>

    <center><img src="https://dl.dropboxusercontent.com/u/1627736/Tumblr%20-%20Curse%20of%20the%20Bastards/Not%20Blog%20Related/More%20Sketches.jpg" border="0" /></center>

    About:

    Bartholomeus:

    Bartholomeus is a Shadowcaster, he's an ancient remnant of vampires that closely resemble gargoyles.Pitch: Pitch is a Halfbred. Something you could imagine as being the exact MIDDLE of a human turning to a werewolf, and suddenly the transformation stops. She still has the charm and mind of a girl, but the strength and relentlessness of a werewolf.Adrian Brandmont: Adrian is from a long lineage of Demon Hunters, the Brandmont clan. He's the chosen one to look after the abnomalities of the Last Eclipse.

    The current build of the map~

    <center><img src="https://dl.dropboxusercontent.com/u/1627736/Tumblr%20-%20Curse%20of%20the%20Bastards/Not%20Blog%20Related/Map.png" border="0" /></center>

    The Castle is pretty much all set up and every room has its purpose already! It's passive of changes, but then again, everything else is, until it's actually finished.

    Mechanics: Think of Curse of the Bastards as a child of Castlevania Symphony of the Night and Megaman X's. You'll choose your character as soon as the game intro is over. Bartholomeus is much like Alucard + Megaman X. His special move will turn him to a Shadowform creature, who's going to have core mechanics thought specifically for this. His regular attacks are going to be shadow bolts, his sub-weapon (unlike castlevania, you're not picking up knifes, axes and such) is a shadowblade, a single hit attack that may be upgraded. Many mechanics will be unlocked through the game, so I don't wanna spoil much more, so you'll just have to wait. Pitch is the seccond choice of character. She's somewhat Richter + Zero. She's a melee character who can combo her attacks. Most of her habilities will be mobility-focused. Her special attack will allow her more Lupine-like movements, such as wall-jumping, charged strikes, berzerk and so on. I can't tell much more around her mechanics because she's a pretty simple character. Her subweapon is a chain attack, and like Bartholomeus, you can upgrade it.

    The bosses will be arcade-like. They repeat a series of patterns until you understand how it works and leave out certain sweetspots for you to hit. I have already 8 or 9 bosses with written mechanics. Then again, the game's not suppose to be easy.There will be no equipments. I know this is a turndown, but I have to work within my limitations aswell... You can upgrade damage, attack speed, range and a variety of other things, but you can't equip better GEAR. That just doesn't exist. MAYBE if I get the hang of it during the developing process I can shoot in something, but it's not in the design. (though I'm probably making your character appearance change based on amount of upgrades at a certain atribute)The 'Metroidvania' vein of the game is suppose to be on backtrack, wich is annoying because of the monsters, but totally awesome in many other levels. I expect people to get in a spot where they just don't know where to go and suddenly remember that strange door they passed by sometime during their run.

  • BUMP! D: Can anyone help ?

    Thanks Geometrix! The Idea of making it blurred actually helped a bit, more even if I set the angle of each square to the position of the mouse. But still pretty far... Maybe a plug-in would make it better ?

  • Hey! So, with the new LOS behavior I finally found a way to accomplish an old dream. But... well, look at the CAPX.

    This is pretty much the effect I always wanted to have, but I really need it to NOT look pixelated like this. I don't usually work with pixelart, so this is still pretty far from what I want... but Hey, it could come in handy for someone.

    Have a look. Maybe someone can help me work this out.

    Line of Sight as focus of Light

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  • Guys! I've been looking for this kind of effect for a while now. I searched the forums and a lot of other places and somehow I managed to think of a simple way of reaching the effect I needed.

    I know this is probably silly, but since I couldn't find something like this that didn't use outter plug-ins and stuff, I thought I'd share it with you guys.

    Line of Sight - Effect based

    Supposebly, if you change the effect from Brightness to blur, you could reach some cool results :D

  • Bump for an answer D: I'd really like that too.

  • I don't know how to port from CC to C2 :{

  • Reference: newgrounds.com/portal/view/494129

    Anyone has any idea how would this work ? D:

  • I want a Hue Saturation effect that doesn't blow up pixel color values on edges of the sprite. :{

  • Doesn't work. :{ The Variables do reset, but the object positions, everything that moved, every frame that already switched will stay the same. To reset the global variable efectivelly i'd have to store every movement property in variables/array.

  • Okay so~

    I made a little game for a Jam we had in my city. Turns out, when the game ends, NONE of the variables, events or anything else go back to the initial position. I don't know what could be wrong. D: Any Ideas ? I tried "reseting all variables on start of layout" but it just makes things worse.

    This is the prototype of the game.

  • Thanks alot man! :D Yeah. Something bout 1 hour for concept and drawing, 1 for animation and setting up the paralax continuity and 1 for programming (it's sad that took me about 1 hour to make this sort of simple mechanic... I know.)

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Kent2D

Member since 18 Jan, 2012

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