Ashodin's Recent Forum Activity

  • And a new video is added as well:

    youtube.com/watch

    Definitely check it out, you can see the animations and how the backgrounds parallax move around, it's really awesome. :)

  • Screenshot Update! Houston, we have trees.

    <img src="http://i.imgur.com/MmlYX.png" border="0" />

    EDIT: Updated with rolling hills bg!

    Darker or brighter trees?

    <img src="http://i.imgur.com/e0WIA.png" border="0" />

  • Just got in contact with my composer, and he'll be supplying some fresh beats for my game very soon. I'm thoroughly excited, to say the least, to actually have music over my gameplay!

    One of the thoughts I think I'd share with you is one of the things any platformer should have especially in today's market:

    Evolving levels.

    What does this mean? Well, in platformers, especially after they ship, they often are shipped with a specific level pattern and level types. In today's world, however, with DLC and updates, I think platformers can be expanded and improved upon well beyond the original shipdate. One of the features of my game will including these evolving levels.

    Some time after the release of the first world, I'm going to continue updating it with more routes, paths, powers, and secrets, so each time the game updates, you'll find more hidden things emerge as you progress through the world. It changes, evolves. The game won't be the same as it was when it was released, but it'll be richer, more fully realized.

    This creates sort of anticipation toward the game in general. You can tease updates to the game before they happen, or make stealth updates that your fanbase would love to explore and find out what's going on.

    Today I'm working on fully hooking up the controls and the big push towards making powers actually working, then it's entirely level design from there.

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  • DEVELOPMENT UPDATE

    I fixed the issues with using a keyboard while "waving in" enemies into Mr. Wave. Now comes the easy/hard part = porting all the commands to the different control schemes, then making Mr. Wave able to actually eat enemies and get powers! That last part will be the funnest part, I think.

    <img src="http://i.imgur.com/9cmLT.png" border="0" />

    Mr. Wave, ready to absorb enemy powers!

  • I just put up a website for the game (and company) at actosgames.webs.com

    Both here and there I will be detailing development of the game (to get you excited!)

  • Quick Update, I fixed a lot of the problems when you hold down B while trying to suck in enemies. It now lets Mr. Wave slowly pull himself forward (or backward) while in "eat mode"!

  • I like the way the door opens, think thats kool. Would be awesome if he left a shadow as he bounced around considering that there is a bit of prospective to the ground. Good luck and keep it up.

    Thanks for the input! I never thought about shadows until just now. :) I'll see what I can come up with!

  • Here's also a video of what I have, so you can see how far along I've gotten:

    youtube.com/watch

  • Hello all! This is my first post on the Scirra boards, but I'm extremely excited to show off my first professional game I'm going to make with Construct 2, Mr. Wave!

    He is a sentient microwave, as you might tell, and lives in the land of Kitchen Republic. One day, the President of the Republic, Ken Opinner, is kidnapped! Who could have done such a thing? Why the evil foodites of Gourmet City, that's who! They want more freedom from what they think are tyrannical appliances!

    So it's up to Mr. Wave, with his ability to eat foods and gain powers from them, to seek out the President and rescue him!

    MR. WAVE ALPHA 0.9.8 RELEASE

    <img src="http://i.imgur.com/LXXob.png" border="0" />

    db.tt/Bt3yAnBe - Click here to play!

    • Added animation for getting powers (power itself non-functional)
    • Enemies respawn
    • Layout changed, more pits added
    • More graphical changes

    Controls are on the page, but if you can't see them:

    A = Left

    D = Right

    Shift = Suck in enemies / shoot cooked shot

    S = Absorb Enemies (Non-functional)

    Space = Jump

    Have fun!

    Developing it for iOS, Android, and PC versions!

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Ashodin

Member since 25 Oct, 2012

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