Alexixiv's Recent Forum Activity

  • WARNING:This may cause browser crash if variables are set too high/low, use at your own risk

    This was initially made to tweak bullet trails and particle generators for optimization and upon seeing this, my wife requested a sandbox. Thought the community would enjoy it as well.

    https://googledrive.com/host/0B4hvjRyB7pvBMTR1LVlRRGhoQ0E

    Buttons:

    Pause- Toggles Pause

    Missile Collision- Toggles Collisions with other projectiles

    Reset- Restarts Sim with last used numbers (even though the fields are reset)

    To truly reset the simulation simply refresh your browser

    Fields:

    Thruster: Acceleration Speed of magnet

    Damper: Distance to begin stopping

    Missile Speed: Speed of projectiles

    Missile Angle: Degrees Per Tick projectiles can turn

    Missile Timer: Ticks between projectile deployment

    Trail Fade: Opacity Reduction Per Tick (0=No Fading, 100=No Trail)

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  • My missile trail simulator... originally just trying to get bullet trails to work but then my wife requested a sandbox to play in lol

    Edit: Decided to posted The Simulator Here: https://www.scirra.com/forum/viewtopic.php?f=148&t=117945

  • I have been doing art for friends games since I was about 15 and let myself believe that I was not code logic minded. After taking a stab at it around age 25 I have been chipping away at my ideal game ever since. I am now 28 and have realized that (for me) it is not about finishing my game it is about being able to create a virtual world of my own that can be interacted with. To get my instant gratification fix I make side games which involve mechanics I will later adopt into my primary project. I now enjoy just the act of working on my game and have stopped relishing in the thought of releasing it. I am developing this game for me to play, but if I do ever get it done I will make a public release. Meanwhile, wife, kids, job, house... you know how it goes. When I get overwhelmed by real life I just keep telling myself that later I will get to go to my "happy place" which is working on my game Ayternal.

  • Forgotten Legendz - Adventure/RPG

    graphics look smooth and clean even with all the embellishments. Nice work

  • Another Sample from the RPG I am working on.

  • Love the style. I am a picky gamer and I would honestly give this a shot if I came across it on the mobile market.

    Thanks for posting your progress!

  • Alexixiv Cool movement mechanic, nice little touches. I loved the stopping thrusters. It inspired me even! What are you going to build on top of this?

    Hopefully I am not suffering from scope creep but:

    -Weapons, Armor, Engine, Paint Color, Pet

    -Pets will be on the field hovering around the main sprite, and will have a specialty weapon they use randomly based on their level

    -Pets can be leveled using mini-games (that give tribute to the classics)

    -Weapons can be leveled called for greater damage and effects

    -An interesting story based around the sanity of AI robots exposed to solitary confinement in space

    -All visual changes to mech can be upgraded to the highest level of the item they have acquired

    -PVP and coop is a big goal for me

    -A Mission system and Merchant system will be key to story and gear development, though I intend for players to have their own playstyle

    -Enemies with various weapons (homing, lasers, perimeter tracking, many more)

    -Different settings such as (bio-mechanical, Nano-mechanical, Geo-mechanical)

  • Test Drive:

    https://googledrive.com/host/0B4hvjRyB7 ... hzaXpQaE0/

    Coming back from my game making hiatus, I got the move system done and unpolished production graphics. I had to change to a smaller main sprite to give more visibility to the scene so it is now a glowing spot with a triangular indicator. To match the lore, the mech is actually piloted using remote cameras that transmit to the cockpit. Will be adding some enemies soon.

  • Seems very stable and accurate in actions, I like the way it automatically switches between weapons. I am sure you have a lot more to put into it, but as far as making it as slim as you could I think you succeeded very well. I am curious to know what you are doing the animations in.

    Good Work, keep it up

  • I like how fluid the game is and the graphic styling, reminds me a lot of maple story. I can think of 3 things that you could add (not that it needs it)

    1. Attack while running, jumping, hanging

    2. Sliding, which could be used to go under enemy attacks or get into tough spots.

    3. Dashing, which could combined with jumping to reach higher places or jump over enemies

    I also like the ledge hanging and flipping as well as the wall jumping, nicely done, these mechanics were easy to pick up and use effectively.

  • Yes, slower curve, but kudos to the overall design and concept. I was addicted pretty quickly...

  • Really like your perspective and color choices, feels professional. What did you make your tiles in?

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Alexixiv

Member since 29 Jun, 2012

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