Derqs's Recent Forum Activity

  • Really like the style, especially the vibrant colours in the overworld.

  • Really enjoyed the last one! 25$ a day is a lot for a student like myself haha.

    Looking forward to the next one.

  • alvarop

    HZGaming

    Yep, I don't really know why that is, I'm using a tiled background so sometimes suddenly some lines are thicker than others.

    DatapawWolf

    I added the movement at the end of the layout too!, thanks for the suggestion. I also added some more traps, but still need to change the look of them a bit. The torches also got an animation update.

  • The shadows looks amazing on those screens!, when are you streaming again? Really want to see what a project on this size looks like in construct 2.

  • DatapawWolf & blekdar

    Thanks, that was an awesome suggestion!, I added it immediately.

    That sounds like a really good idea performance whise, sadly I'm really bad at programming. Also the layouts I use are pretty small and don't have a lot of objects in them, so loading them goes pretty fast. Ofcourse It would go much faster with your idea. But right now I don't have the know-how for it.

    Here is the updated transition with the player automatically moving at the start.

  • blekdar

    Yes I'm doing every area as a seperate layout. This is so I can make add new areas really quick and have the player go to a random area each time he leaves one.

    Right now I use this one. It has a little fade and only the camera only slides when you enter a new room.

    I just really want a bit of slide in the beginning so it feels like the rooms are actually connected.

    And I'm using a Wait event of 0.5 seconds before going to the next room, so I can change the speed of transition pretty easy with this

  • A demo is coming! But that would mostly be just a movement demo, because I really want some feedback on jumpheight, attacking while moving, attacking in mid-air etc.

    I added a fade to the layout transition. But perhaps I should just drop all the camera movement and just stick with a simple fade effect like in most metroidvania's

  • Wisdoms

    The vertical screenshake wasn't actually on purpose , I only just saw it because you mentioned it. But I think it only shakes vertically because the layout width is the same as the window width.

    So I'm trying to make a smooth transition between layouts, but so far I've only come up with this.

    When you start the layout, the camera moves to the center of the layout. When you get to the edge of the window the camera moves to the right side of the layout and goes to the next layout. But as you can see there's still a bit of loading time between the layouts so the movement isnt really as smooth as I would like it to be

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Wisdoms

    Thankyou! that was exactly what I was looking for

    Icarus

    Thanks haha, Glad you like it. Have to say Buddy Boy looks really polished too!

    Sestenes

    I followed this tutorial: https://www.scirra.com/tutorials/626/making-a-smooth-following-camera and tweaked the values to my own liking

    Today I added the first trap in the game(It probably needs some chain, because it looks a bit dull right now.)

    I also added the dust from the example Wisdom posted.

    And I decided to make every dungeon room squared. I got this from playing Rayman Legends last night, when I came across the Amazing Maze level, seen here:

    That level is actually exactually where I want to be heading with my game, but ofcourse with my own twist. But as you can see from the vid I copied the first level layout.

  • I really like the shading you did on those tiles!, somehow it all reminds me a bit of Fez.

    Maybe you can take something from Maxim Gorky's appearance, and use it on your game character to really make him stand out. (quick google search) I see he has a really big moustache and a hat on some photos, so maybe you can do something with that.

    I'm looking forward to see some ingame footage!

  • Wow thanks everyone!

    Today I added a smooth camera and decided to clean the event sheets a bit, group objects etc.

    I also want to add some sort of dust when the player walks, but I still need to figure what the best way is to do it.

    -The gameplay idea I have is still a bit vague, so if anyone has any suggestion I would love to hear them.

  • Gameplay:

    You start out in a Town hub, here you can buy new weapons and armor. What you equip here will be you starting weapon and helmet.

    When you enter the dungeon you get thrown into a random dungeon room, each time you leave a dungeon room you get thrown into a random other room. So each dungeon run will be unique.

    Sometimes you will be sent into a treasure room, here you can pay to open a chest for a chance for a nice blessing. These will give you more power/more health/ xx% for more gold etc..

    After a few rooms you will be sent in to a boss room, kill the boss for a unique blessing based on the killed boss and a pile of gold.

    I aim to make the game endless, but design the game to kill you. So try to make it as far as you can.

    Town:

    Boss concept:

    Playable Build:

    I just uploaded a playable build, its the first playable build ever so it's missing a lot. Everything in the shop is free, so you can equip better gear from the start if you think the game is too hard. I added a StarWars inspired helmet and weapon for testing. The helmet gives you infinite health. The sword does 99 damage. Powerups don't work yet. Controls: Arrows keys to move around. Z - Jump. X - Attack/Action

    http://www.indiedb.com/games/5-minute-d ... -alpha-100

Derqs's avatar

Derqs

Member since 21 Feb, 2013

Twitter
Derqs has 1 followers

Connect with Derqs

Trophy Case

  • 11-Year Club
  • Email Verified

Progress

12/44
How to earn trophies