Ahr Ech's Recent Forum Activity

  • lolpaca Glad you liked it, thanks!

    Based on feedback and a few playthroughs that have popped up on youtube I'll have a small update to the demo rolling out soon to fix a few bugs, tweak a few enemies and make the controls and abilities more obvious. One guy never figured out the jetpack and had to use his gun for propulsion as a last resort, and another guy didn't know about the blink ability. It's really easy to think something is intuitive if you're the one making it, while to anyone else it's just obtuse.

  • Very nice game.

    If you can make the player use the arrow keys to move this will be great.

    I'm interested in your way to make the save and load system, did use a plugin for it or just the save and load events ?

    Thanks! Custom keybinds and controller support are on my to-do list for sure. For saves, yes I just used the save and load events. I'll be adding multiple save slots eventually too.

  • Man, I've really been neglecting this thread. I was in a mini-crunch getting the game as polished as possible before the June 2nd deadline for Intel's Level Up 2014 contest . I got it submitted at pretty much the last second, and now that I've had a few days to decompress I'm remembering to update people on how it's doing.

    You can download it here: http://www.indiedb.com/games/reliquary/ ... alpha-demo

    The first area of the game and it's boss are included. You can review the controls from the main menu, or bring them up in-game at any time by holding "?". Let me know what you think!

  • I've done something similar for a monster in my game using anglelerp. Hopefully I can word this so it makes sense.

    I'd set the first segment's angle like this: anglelerp(MouseTail0.angle, Mouse.Angle, 0.2)

    Then each following segment would be lerped to the previous one's angle . For a more natural flow you may want to decrease that last value a little bit with each one. So the first might be 0.2 as above and then 0.18, 0.16, 0.14 etc.

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  • Small update.

    This past week I got a basic gameplay loop going to support testing the upgrade system, which works like leveling in Dark Souls. Starting from your ship's crash site, which functions as a home base, you'll traverse four stages of the first zone before reaching the zone's boss. Upon defeating the boss, it's lair will function as a waypoint that will allow you to travel home without losing the resources you've collected. These resources can then be used to upgrade components of your space suit.

    Once I get the boss fight (pictured above) stabilized I'll update the build so anyone interested can try it out.

  • Ah, you'll want to change "on A pressed" and "on D pressed" to "key is down" events. The platform behavior's left and right movement only triggers as long as it has a continuous signal.

  • It'd be a lot easier figure it out if you could post a screenshot of your events or better yet upload a capx we can look at. Not much we can do otherwise.

  • Thanks for the feedback! Yeah, you're totally right about it being too similar to Nuclear Throne at this point, and I'm a little uncomfortable about that. The way it actually plays has been like that from the start, but the way I handle weapons themselves now is pretty much lifted straight out of NT, which I did just to get it working so I can focus on the hard parts like level generation. Going forward I will definitely be changing things up and really making it mine. Once the base building mechanics are implemented I think the game will really be it's own thing.

  • Alright, playable build time.

    This is the first area of procedurally generated asteroid field you enter whenever you leave your base. For now it'll just loop when you find the exit, but I'll be adding more areas once I've got the base itself working.

    https://www.dropbox.com/sh/1dfxqab9t4mj9td/UYJDpzP8J-/Reliquarywin32?dl=1

    WASD to move

    Spacebar to use your jetpack when floating between islands (short bursts recommended)

    Mouse to aim and LMB to attack

    RMB to Blink (only recharges when jetpack energy is full)

    Scrollwheel to swap weapons

    E to pick up weapons (only slot 1 [light guns] and 3 [melee] are currently available. 2 will be for heavy weapons)

    ` (tilde) to restart if you die or get stuck. (running out of fuel in empty space just leaves you stranded right now unless you have enough ammo to push yourself back to land with your gun)

    Esc to cancel fullscreen, Esc again to close.

    Work your way across the asteroid field shooting or whacking anything with green on it until you find the orange Phase Crystal. Run into that to warp to a new area. Most enemies have a chance to drop healthpacks or ammo.

    I'd love to hear how it performs.

  • Kyatric or Arima , I'll need mine moved too.

    Thanks in advance!

  • Oh, I see it back there now. Yeah, that's tough. Lengthening the body would work, sure, but the compactness it has now is really nice. Since the back legs are smaller maybe they can be closer together without looking weird?

  • Awesome design for the carrier, it reminds me of the one in Iron Brigade!

    Love that walk animation for the creeper, too. Nice and weighty. Can't tell if it's supposed to be a tripod or it's just missing a back leg though.

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Ahr Ech

Member since 8 Jan, 2013

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