AceWay's Forum Posts

  • I personally like the left one more but toggleable option is a solution too.

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  • Im AC, I make games and I make music, thats all I want to do - create and share it with all of you, see you soon

  • Thank you for the feedback! I really appreciate it RhettBlood PrinceofMars JPatchZ K1ra

    It's really motivating to me that some of you were/are actually waiting to play the game, so here it is, click the image if you wish to download it:

    Instructions: Arrow keys to move, S to jump, F to fight, G to shoot (if unlocked), 1/2/3 for activating abilities (depending on the type)

    Currently there are:

    -around 60 to 70 rooms that are chosen from the pool and generated as a level

    -2 mini-bosses to fight against

    -6 skills that you can buy in The Greed's Shop in The Temple of Sin, 3 affecting your stats passively and 3 active abilities

    -2 unique run abilities, you can find one of them during the run in The Altar Room.

    -7 enemies

    Please note that it's just the early pre-alpha version of the game, there is around 10x times that stuff more to come and a lot of things will be changed/tweaked,

    I hope you will like it and I can't wait to hear your feedback!

    And if someone wants to know, here is how the game looked during its humble beginnings, months ago:

    how it looks now:

    Totally different games, right?

  • C-7 smooth, I see you are working on this project since a long time, that's really motivating! Keep going.

  • that looks really nice and smooth!

  • Oh this is awesome, I really like the style and the gameplay, keep going!

  • |2015-12-09 update|

    The demo is here, click the image if you wish to download it.

    Instructions: Arrow keys to move, S to jump, F to fight, G to shoot (if unlocked), 1/2/3 for activating abilities (depending on the type)

    Introduction:

    Tripped Out is our first project and it has evolved a lot from the first few months of development.

    The game itself is a rogue-"lite" action platformer game. It stays true to the style of rogue-likes, like Rogue Legacy, Binding of Isaac and so on, while trying to innovate the places that we felt could make the gameplay feel more fun and add some depth to it.

    As of now we are trying to focus on the game mechanics. We will be tweaking and adding a lot of stuff after we get feedback from the demo versions and the devlog updates we are going to put there on regular basis.

    All comments and questions are welcome, we will be answering every single one, if they aren’t repeating.

    Gameplay:

    You start your adventure in the Temple of Sin, here you can buy upgrades offered by Greed. He has divided his shop into 3 different tabs that alter your character in many ways. Each time you start a new run the layout of the map is different. Additionally you can find items during the run that might be helpful as well. Some are safe, but weaker, and some are dangerous, but powerful. After beating one of the randomly chosen mini-bosses you proceed to the “transition level” which is a mix of the current and the next level. The monsters become harder, you could even call them elite monsters. In the end there is the final boss that lets you enter the next level! The game is going to involve a real in-depth story and it’s up to you if you want to dig in.

    Temple of Sin:

    Some movement:

    Fighting:

    Money chest:

  • Still working on my upcoming rogue-lite game called "Tripped Out", feel free to let me know how you like the looks!

  • Still working on my upcoming rogue-lite game!

  • Hello! (I wasnt sure if should I post it here or in how-do-i section so sorry in advance!)

    Since I am back to working on my 2D rogue-like platformer game I had to start figuring out how to make the procedural generation happen.

    Since the levels will be generated and filled with the premade rooms (each room is a separate layout) I decided to start small,

    make it work and then ask the brilliant Scirra's community some questions!

    This is what I've got so far:

    8x4 array that is filled with "1" numbers wherever the room is placed (black cube - room, gray cube - empty space)

    First it starts at some point and then the generation is continued by random directions and followed up from the next recently placed "room" in the same fashion to reach the desired number of rooms.

    And I am stuck at this point. I want to fill that with the actual rooms, avoid dead-ends and fit all the entrances in the same time.

    Entrances in each room are also premade so one room can have left/right entrances and another room can have left/up entrances, like this:

    I'd like to know how would you do that so I can find an efficient way to work it out. I was thinking about putting each types of rooms in separate arrays and then choose rooms from specific array when the specific conditions are required but I think it's too much since there are so many combinations.

    To sum up:

    I want to generate a level (which I figured out more or less) and fill it with the premade rooms which contain premade entrances and note that each room is a separate layout.

    Best regards!

    M

  • Working on my rogue-like platformer game to release the demo for you!

    [Note that a lot of the things might be placeholders and they are likely to change]

    Currently prototyping the first mini-boss, the geysers graphics aren't finished yet, but if you have any idea for the mini-boss sprite feel free to write that down, if I use the idea I guarantee that you will be included in the credits.

    Added altars which you can collect special abilities from!

    Implemented first of the 3 shops that will be available in the game. You can boost your base stats there.

    Thats how the shop looks for now.

    There is still much, much stuff to do but I am excited about the fact that I can finally release the demo for you guys to check it out and receive some feedback!

  • 2015-07-25 Update

    What's new:

    -Thorns for the background scenery here and there

    -Unique Run Abilities icons (the frame for it is most likely a placeholder though)

    -Currently adding The Fallen Elf's mechanics

    A screenshot:

    Thorns, icons and The Fallen Elf sprite

    We want to release the demo for all of you next week, so hopefully we do everything on time!

  • 2015-07-25 Update

    What's new:

    -Thorns for the background scenery here and there

    -Unique Run Abilities icons (the frame for it is most likely a placeholder though)

    -Currently adding The Fallen Elf's mechanics

    A screenshot:

    Thorns, icons and The Fallen Elf sprite

    We want to release the demo for all of you next week, so hopefully we do everything on time!

  • marcorocco Thank you! We are planning to release the playable pre-alpha somewhere around the 1st August, we really can't wait to let all of you play it and give us some feedback, that's a crucial thing for us now.

  • 2015-07-18 Update

    What's new:

    -New enemy finished - The Mimic - A chest look-alike that starts jumping around when you get close.

    -More HUB graphics

    -First Unique Run Ability "Take-Off!" that gives you possibility to toggle between walking/flying

    .gifs & screenshots below:

    Current HUB's state

    Mimic

    Take-Off! (that chest sprite is used as a placeholder, abilities will be collected from altars)

    We are planning to add the first shop now, and keep expanding the content, let us know what you think!