Rhindon's Recent Forum Activity

  • It's my pleasure. I understand the importance of encouragement and feedback. We all need it. And you really do have a marvel of a game here. It's very well presented. AND FUN!

    As for me...

    Nothing to play yet, but the link in my signature area below my comment is my pre-production post about a coin-op mash-up game I'll be starting in less than a month. Although I'm trying not to be too anxious for feedback with nothing to SHOW for it LOL, I definitely would be encouraged for input and thoughts. But the real kicker will come in April when I begin work on it.

  • // Resevered for upcoming updates. //

  • UPDATE: April 23-24, 2015

    What's a chaotic shooter without enemies to shoot at?!

    For the sake of the game jam, enemy desires are somewhat generic and have relatively no animation to them. This is due to the fact that time is not our friend - only seven days of development to work with. But the images my artist, Emily, was able to put together should prove to be interesting to say the least. She did very well to make each one unique, I think.

    The Chaser

    This guy is the most gregaious of them all. He likes to get up close and personal and ram right into the ship. He's actually quite friendly...just dangerously so.

    The Line Driver

    Passivity is the aggressive choice of action here. While moving in straight lines vertically or horizontally, this foe will respond to the ship's rotational movements, making those close calls difficult to navigate.

    The Bouncer

    Don't confuse this guy for a club entry guard. This guy could care less. He's going to bounce around the field and if you crash into him, he won't even notice.

    Crystal

    While not an enemy, you're going to be swamped by lots of them as you try to destroy these crystals. During Blitz Wave runs, you'll have to destroy all four crystals in order to destroy each corresponding base to win the wave. Crystal methodology...don't do drugs, kids.

  • UPDATE: April 22-23, 2015

    The last two days have been quite productive. I'm rounding out the finishing touches of the gameplay and should have a huge chunk of it finished later today/tonight.

    Completed so far:

      • Enemy behaviors in place: Drones that follow you, wall bouncers, and linear-moving drones that respond to whether the player is turning or not
      • Charge Shot weapon fully functional
      • Enemies suffer damage (up to 25% of max HP) depending on the amount of charge the Charge Shot is at when fired
      • Fully charging the Charge Shot allows it to phase through maze walls without hinderance
      • Added background paralax effects + the occasional shooting star
      • Tweaked controls to avoid keyboard "ghosting" issues
      • (If I didn't mention this in the previous update) the power-up pellets now gravitate toward the ship when within range

    Additionally, my artist, Emily, has been masterfully working on the design for the ship and it's coming out amazingly! I'm very pleased with her work. Here's a comparison of the final stages of her progress:

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  • UPDATE FOR April 21, 2015, 5:00 AM

    Several completed tasks today...

      Added several HUD features Added weapon power-up pellets (those red, blue, and green glowing dots) Set parameters for the weapons upgrades Completed upgrades of the main weapon

    Compared to the first images I shared above, what I have below is mostly just placeholders until better images are proved by Emily. Right now I'm focusing on the game features and actions.

    Ironically, the only thing I didn't get added as planned was the maze walls. That's next...but first, some sleep.

  • UPDATE April 20, 2015

    Work began promptly at 3am when the Game Jam began in my time zone (I'm not messing around! LOL).

    So far I've been able to get the preliminary controls established.

    Moving forward, stopping, rotating the ship, and firing the basic weapons. ...by that time, I was already very tired and crashed. Later (while I was still cutting some Zs), my artist, Emily Eason, began work on the 3D objects for the game. Her initial work is extremely exciting. Below is her first sample of what she sent me.

    Emily blew me away with this first sampling of her work...

    But then she sent me this and I knew things were going to look amazing!

    (As of this update, I'm still at work, so afterwards...) Next I'll be adding in the maze walls prior to Emily getting me the actual assets.

  • ryanrybot - Indeed. There's a lot of dual-mechanics and exploration to be had with the Blaster Master model. I definitely encourage you to keep on this project if you feel your heart is in it (don't wear yourself out on something you're not into, yourself). But I personally think you have a solid start (and then some) and will do amazingly awesome to include your own fresh spin on the BM model (I'm trying to coin a new phrase in gaming...pass it on LOL).

  • Inverse mode...and thus the minds will officially be yours to command. LOL

  • WOW! A very interesting concept. The dual horizons to defend is definitely a mind-bender.

  • WOW! I played through and loved it! I even found the hidden area with the extra shield. It plays very smoothly and right now my only main issue is that when the enemies are stationary, they can be hard to hit when just below the line of fire from the cannon. But still so fun.

  • I will need to come back to this soon - like when I'm off work and on my own computer.

    If I don't seem to reply in the near-future, by all means, PLEASE tag me or message me for feedback. I loved the original Blaster Master and long to play it all the way through again. So definitely "hunt me down".

  • I could only aford time to play a few rounds, but WOW!!! Very impressive. Even the title screen blew my mind! I look forward to hearing more about this number. WELL done!

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Rhindon

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