Ahr Ech's Recent Forum Activity

  • Gougth

    Thanks for the feedback, glad you like it! Keep going on your own stuff for sure, this started as a silly attempt too!

    All the human sized sprites are 20x20.

    All my enemy movement is done with the bullet behavior. On collision with obstacles they just bounce off. To keep them on islands I store the UID of the last one they touched in an instance variable and when they are no longer overlapping I set their movement angle back towards that island. The rest of the time I just anglelerp their movement angle towards the player if they are within a certain range. (Or away from the player if they are cowardly, like the ones with guns.)

    I'm not sure if I'll ever release the complete .capx yet, but I'd be happy to answer any other questions you might have.

    For exiting the game quicker, you're totally right, that's been bugging me too. I'll be adding a Quit to Desktop option from the ESC Menu. For now just use Alt F4, I guess.

    That bug is real weird, thanks for letting me know! I can't reproduce it so far, but I can probably add a few redundancies to make sure it doesn't happen until I figure out what causes it. Has it happened more than once? Was it the first time there from a new game, or after killing the boss?

  • There are only a couple of things I want to implement before I share my alpha build with you guys.

    After that I will focus on my Greenlight campaign.

    BTW can anyone point me to a good article/ thread about that?

    atomoso Looking good, can't wait to try it out!

    You might find this article helpful: http://blog.gambrinous.com/2014/06/11/g ... t-in-2014/

  • Excellent work! Love the art, and the combat system shows a lot of promise. I'm excited to see where you take this.

  • The updated alpha demo is now available. http://www.indiedb.com/games/reliquary/ ... alpha-demo

    The changelog is visible if you expand the description, for those interested.

    The first major area and it's monsters are largely complete now and shouldn't change too much from what's in the demo. Now I'm turning my full attention to the next two areas along the main path and a few smaller optional side paths.

    Area 2 is already up and running with it's own unique assets, but it's going to need a lot of tweaking to get it consistently playable. Thematically I guess it's a sort of volcanic space jungle.

    It'll introduce the first environmental hazard with lava pits. Player interaction with them is straight forward, dealing damage over time if you stand in them. What makes them interesting is how monsters interact with them. Swarmlings that wander into lava don't take any damage, but swell as they are superheated. Shooting or touching them in this state will cause them to explode, which can chain to other superheated Swarmlings and potentially destroy an entire swarm and it's hive.

    There's a fair amount of overlap between areas in terms of the variety of monster the player will face, so hopefully new interactions like this will keep it from getting stale. Each area will still introduce one or two new enemy types though, the first of which being the Stalker.

    Stalkers will follow from a distance and retreat if you get too close, releasing a cloud of bat-like creatures I've been calling Inkwings to cover their escape. Inkwings will circle their host Stalker, sacrificing themselves to deflect ranged attacks. If you get too close, however, they will flock in your direction and burst in your face. Individually this doesn't do much damage, but a single flock can kill you if you fail to repel them.

    Anyway, time to get back to work! Gotta make some more monsters while I pretend I'm the demon from the Night on Bald Mountain scene in Fantasia.

  • An array might be useful if you want a set pattern, but if random is fine you can just use Compare Two Values and set it up like this:

    random (0,10) < 3 every x seconds spawn object

    Or something to that effect anyway. Roughly three of every ten would be TNT there. You could even make it a variable so you can dial it up for difficulty. To make them move you can either give them a bullet behavior or just set your object.X to object.X+1 or whatever you need.

  • This might give you some ideas. http://www.vlambeer.com/2013/04/02/rand ... and-kings/

    You might also look into how Spelunky generates it's levels. It sort of combines authored content with procedural generation by having a set of pre-made rooms that are stuck together semi-randomly.

  • Working on a new enemy type for Reliquary this week.

    The bat things are basically homing missiles.

  • Graphics Gale is pretty great for pixel art and animation. Paul Veer, who is currently doing the art for Nuclear Throne, swears by it.

  • You can probably just do something like system / set scrollx to player.x without using ScrollTo at all. Or you can use an invisible sprite with ScrollTo and set it's postion to player.X if you prefer.

  • Looks pretty cool, great spritework! What kind of game is it? I'm assuming some kind of 4X thing.

  • Looking good everybody!

    Here's a peek at the second major area in Reliquary.

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  • The usual method for isometric or 3/4 view Z-sorting in C2 is to add everything you want sorted to a family and set up an event like this:

    For additional control, I like to add an instance variable to the family called elevation, and sort by IsoObject.Y+IsoObject.Elevation. That way I can change an object's sorting priority without changing it's position. Hopefully you can adapt that to suit your needs.

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Ahr Ech

Member since 8 Jan, 2013

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