mercuryus's Recent Forum Activity

  • You can set the volume (set volume) depending of a tagged sound depending on your needs (e.g in a loop - depends on your layout switch).

    The value is db (e.g. -10 is half the original volume, see documentation)

  • ...first attempt of the menu added...

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  • Cool ideas. Im really interessted what the final result is. The Boss Looks really cool! Just one question (ich weiß das ich mit meinen fragen nerve...xD): maybe you now from my thread im really not good in designing. So i search for a solution for this Problem. The next Problem is that Designers are to expensive for me because to time i cant imagine to sell my game. How did you find a designer and cost it Money?

    let us discuss this by pm (in german language )...

  • Thank you for your kind words!

    You're right - some more words for the attack system will make it more clear.

    Next steps are the menu with the level selection - sort of super mario run.

    A small story is set (the Knight has entered the cave to slay the evil Boomza):

    (this is the final BOSS enemy to kill)

    I will also add the many other enemies (artwork is from Moonstar2D - so thanks to him on this side) and other artists.

    Also some new static objects (falling rocks, ...) will be added.

    The deeper level will become a lava look with fields of lava (to die in )

    The first level is an introduction level - the other levels will lead the Knight deeper and deeper in the cave with a lot of treasures to collect and enemies to fight...

  • Very cool game!

    Gameplay, gfx, menu, introduction , controls - everything works/looks like charm!

    The only thing i would ask is to reduce the sound of the textbox by ~50%?

  • hey mercuryus,

    im impressed you programmed the feautures so fast, but i think the upload to your Website wents wrong. There is everything exactly like yesterday. Maybe you can Change that.

    Cryttexx

    (im from Germany too )

    please refresh your browser cache.

    Unfortunately you have to do this manually to play the most current version (or press F5 several times...)

    The new version should look like this:

  • Thank you all for your ideas.

    I realised them all.

    Now you have to buttons at fight:

    * attack (you can touch the attack button to attack (or tap elsewhere to jump-flee (if possible)))

    * bomb (you can kill all attacking enemies exploding a bomb (if you have)) with the bomb button)

    add more environment objects and parallax levels

    ...and minsor changes (coin counter, enemy / play behavior, ...)

  • Ahhmmm - yes - and saying 'No' must get harder - once you start using drugs!!!

  • Hahahaha! Yaeh men - that's cool!

    Idea: change the sprites textures depending on the 'dose' of the buddy. Probably add the water effect on some elements (moon, green fluid, ...)?

    And maybe reduce the 'overdose level' with time passing?

    or

    Change the controls when using hard drugs(lol)

  • OK - i add bombs.

    If you have bombs and you are in a fight you can tap on the blinking bomb-button to kill all attacking enemies...

    (bombs will be a rare feature otherwise the game gets boring i think)

  • This sounds like a neat idea - i love the robot theme in games.

    Also using enemies behavior from well known platformers is a good idea- speeds up the game learning curve of the player.

    Is a more a slow quest adventure like game or a faster action platformer?

    Both is worth to create but i think you should not mix it up to much.

    Can't wait to give it a try to give more feedback...

  • Worst case I'm stuck for a number of seconds on a bunch of enemies, don't know what's gonna be the outcome and best I can do is wait.

    Yes this is a little boring...

    Maybe i will add some sort of bomb or magic (activated by tap+hold (3sec)) to kill a bunch at once / with a cool animation.

    I will keep the control very easy (just tab) - so the possibilities are not that much

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mercuryus

Member since 26 Nov, 2013

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