JJEvil's Recent Forum Activity

  • GAMEPLAY FOOTAGE:

    There are plentiful bugs fixes ahead and much content to create, but the game is now very playable. The screen recording software that I'm using really drops the frame rate, so apologies for the choppiness. Once the demo is released, you'll get to try it for yourself.

    http://youtu.be/E-lI6vsHrVc

    SCREENSHOT ALBUM:

    http://imgur.com/a/CsOyn

  • I love the art style you have for your game. The blocky dark tones you have add to how amazing this game is going to be...not to mention the time you have put into it

    Thanks for taking a look! I am really pushing some of the limits of the html5 engine with this game. If I can balance the features and frame rate, it's going to be a hell of a game. It's buggy right now, but very playable. I am readying a playable alpha demo version for release as soon as possible.

  • My game finally has a title.

    I don't really care if you call it B dot LAST or BLAST, or Born to Last or Born Last or what. The official title is B.LAST - Born to Last. The important thing is that a demo is coming relatively soon, and I'll need a lot of feedback to make this game fun.

    A couple hundred hours into this project, I decided that having a title up front was less important than creating a good game, and molding the title around it. However, I did make myself a promise. To keep from procrastinating forever on naming the project, I decided to pick a ludicrously large number of development hours to be the goal for having a title. I picked 3000 hours.

    I didn't really foresee it getting here in only 6 months, but guess what:

    Also, I discovered this glitch:

    And it was pretty cool so I'm leaving it in.

    SCREENSHOT ALBUM:

    http://imgur.com/a/CsOyn

  • Really great assets quality you have.

    Did you make it with photoshop?

    Actually, I started in photoshop with pixel art. I wasn't happy with the way the pixel art meshed so I created an autotrace preset in illustator. That is the result of tracing my original pixel art.

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  • Good work.

    What do you mean by game engine?

    The programming , how things will work??

    I've built a playground of sorts to get the features and mechanics working. I can control the player, aim, shoot, talk to NPCs, purchase items, interact with blocks, etc. I'm calling that my game engine because once it's fully complete, I'll then be able to focus on making the content rather than the stuff that moves the content around. I've worked in a ton of features to make the playable characters versatile. Working on an early demo video of what all the characters can do so far, and I'll post it once its done.

  • Still a lot of time before I'll have something to release, but my game engine is now fully functional, and a lot of fun to mess around with.

    I'm over 2800 hrs in http://i.imgur.com/jDgSoOp.png and I'm targeting a 3000 hour update for the demo release.

    About the game: It is a 2-d megametroidmanvania hybrid with 2 player co-op. The game mechanics are working good, even in 2P so the focus now is on building a demo level for people to try out.

    Put together some assets last night for a rough layout for the demo level:

    http://i.imgur.com/pP45aXk.png

    Let me know what you think of the level art.

    Will attempt to get a game mechanics video up some time this weekend to show off the engine.

    Lots to do, Peace out.

    Joey

  • I have the steam version. I would like an owner's badge too.

  • http://youtu.be/mZMYpGV8zY0

    I've been working on my engine re-write. I've decided to focus on developing the overhead view and get some of the weapons working. Let me know what you think.

  • ZeroBelow

    Yeah it's a pain, but the new work is coming along pretty good. I'm building on what I've already learned and making a better product.

  • Cool. Posting so I can find this later. I need to see if this can be implemented in my work.

  • Keep up the good work!

  • Love the look. Can't wait to play a finished version.

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JJEvil

Member since 5 Mar, 2014

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