AJTilley's Recent Forum Activity

  • the button on the right are split into two groups, top 5 are more powerful turrets, the bottom 5 are special abilities that cost money to increase shields, multiplyer, energy and set of nukes and other abilities in orbit to kill enemies. But unless you get lucky with the random events for extra research you would be hard pressed to get them. As the amount of waves increases it will get easier to reach those abilities.

    I will be adding rollover/hover info to the icons and also a quickie tutorial that explains it when you start the game. Making it easier to pickup and play :) Hopefully.

  • Ugotsta, I am currently working hard on getting fluxation in a better more playable state and building some art assets for a platformer but I am adding little by little a bit more to the ascii game every week so hopefully Ill have something fun to play soon :) and it will probably include a smaller version of your matrix ascii code and I might use the binary one for a bonus level I just dreamed up.

  • sorry my bad link fixed.

    I just played my test version, and i managed to get to the boss twice over... and died with score of 216,445. Also i saw that when the refugee wave occured sometimes it glitches if you let them come to your planet to live.

    Anyway hope people like it, please give feedback and thoughts :)

  • Hello All,

    I have just finished a proof of concept demo for a game I am building called Fluxation. It is a space based tower defence game with a random event selector and text adventure mechanic.

    <img src="http://www.tilleydesign.co.uk/fluxation/fluxlogopic.png" border="0">

    The game is currently built with a width of 1024x800 so i cant put it on the arcade just yet. But you can play test the game here:

    http://www.tilleydesign.co.uk/fluxation/index.html

    I haven't included instructions in the game but its fairly easy to get to grips with. It all mouse controlled with left clicks. When the game starts there will be boxes at the bottom of the page you spend research points (shown as a resource in the planet) on the boxes to buy the turret or special ability. If the button is green it means you have sufficient coins to buy it (coins shown in the planet) then if you have some energy you can buy a turret. If you dont have enough energy for the turret it wont appear.

    Finally all but one of the turrets can be moved by clicking on and holding down the mouse to move them around. Also there is a crosshair in the middile of the screen which you can use to aim if there are no ships on screen that the turrets auto target. Some turrets auto target enemies and some dont.

    Simply put defend the planet from invaders. At present i only have about 4 or 5 events the game randomly selects, but if you can get a score of over 10,000 then you will get to face off against the 'boss' which is practically impossible to defeat.

    I intend to add a lot more to this game including new artwork, more resources, music and a lot more in game options but wanted to get some feedback on the concept.

    This demo starts you off with more energy, coins and research points than you would normally so you can test out more of the turrets in a game.

    Hope you like.

  • Love these, and perfectly timed I am building a little fun shootem up side project using ascii art and wanted something just like this for one of the game dynamics. :) Ill have to add you into the credits heh :)

  • ok thanks ill do that :)

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  • Hi,

    I have been building a game using placeholder graphics, and i want to start swapping the placeholder sprites with the actual ones. Is there a simple way to change the sprite without having to go in and change every event to do with the spirte manually to reference the new one?

  • I would say it depends entirely on who you are marketing you game towards.

    Triple A titles need top level graphics, its simply a must have, most of the younger generation only respond to the latest perfect visuals and effects. And that is why games that simply remake the same game over and over again with new graphics make so much money for the big studio houses.

    In the Triple A title world graphics are a must have, and gameplay sadly is second to that.

    Indie titles however tend to need amazing gameplay because its typical that indie developers dont have the funds to create amazing looking games, and graphics can be one of the most expensive things and therefore most likely to have a budget that doesnt quite match their requirements. Also indie gamers tend to be more forgiving of graphics looking for interesting games that will hold their interest.

  • The game idea sounds quite interesting, but I agree with Lucid, the best thing to do is start small, dont jump straight into this. Before I began my current game project I went through nearly every tutorial on this website to get a good feel for construct 2. Then after doing that I made some simple games of my own that followed the same rules as the tutorials and while doing that I made notes on which of the things I was learning would be needed to make my current project work.

    Then I started work and as Lucid suggests my best bet when unsure was searching the how to forums and if that failed asking a question.

    On a side note from your description, a simple way for the tetris pieces would have a bullet behaviour making them fall downwards (or gravity), and keyboard movement to control them moving left and right in intervals. Then having standard platformer behaviour for the person and there are some good ideas in the how to forum for wall jumping and other cool platformer movements when you are ready.

    You could easily set it so that you control the blocks with one hand and the player character with another. But dont run before you can walk, youll learn all of the above int he tutorials and manuals :)

  • Coincidentally i have been working on a tower defence game myself, hopefully I will be adding a proof of concept alpha version of my game this weekend.

    I wanted to say pretty much ditto to Digi... The art and characters are cute and make the game more fun. will look forward to updates as the game progresses.

  • Okies cool, good to know. Will look forward to it. Its good to know there is a better offline future for html5 games.

  • Ah yes I am sorry you are right, I had forgotten that part and was focusing entirely on the location management of the project... So indiegogo is probably the way scirra would have to go forward as mentioned by cow_trix...

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AJTilley

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