AceWay's Forum Posts

  • 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!

  • 2015-07-11 Update

    Next week, next update,

    We are getting closer and closer to the playable prototype of the game!

    What's new:

    -New enemy finished - Unholy Knave - it chases you down to attack you and then come off the ground behind you (the concept changed a bit since its' origins)

    -New enemy's mechanics finished - Blighted Terror, basically he starts flying towards you whenever you get close to him (animations will be added soon)

    -Some HUB background graphics, it's being prototyped right now

    -Fixed some minor bugs

    .gifs below:

    And the current HUB's look:

  • 2015-07-04 Update

    Hey!

    So basically I've been working on fixing game's flaws and expanding its content this week. The game should be playable really, really soon and that's when

    I'm going to upload it here and wait for your feedback.

    What's new:

    -More background details

    -Collecting money from chests

    -Money counter

    -Added switching through rooms

    -Im working on the third enemy that's going to be called The Unholy Knave, not finished yet. He will be charging fast to you and slash really fast as well (it will be possible to avoid it of course), he might also have some platform abilities like jumping etc. I need to tweak

    -Fixed some minor bugs

    .gifs below (sorry for the visible cursor in the first one):

    I also added HUB room, but I'm not to show it yet since everything is made of placeholders. There are going to be 3 types of shops and during the run

    you will also have opportunity to collect different items that assist you as long as you're alive.

    Feel free to ask anything about the game if you are interested and give me some feedback about what you (don't) like, I'd appreciate it!

  • 2015-07-04 Update

    Hey!

    So basically I've been working on fixing game's flaws and expanding its content this week. The game should be playable really, really soon and that's when

    I'm going to upload it here and wait for your feedback.

    What's new:

    -More background details

    -Collecting money from chests

    -Money counter

    -Added switching through rooms

    -Im working on the third enemy that's going to be called The Unholy Knave, not finished yet. He will be charging fast to you and slash really fast as well (it will be possible to avoid it of course), he might also have some platform abilities like jumping etc. I need to tweak

    -Fixed some minor bugs

    .gifs below (sorry for the visible cursor in the first one):

    I also added HUB room, but I'm not to show it yet since everything is made of placeholders. There are going to be 3 types of shops and during the run

    you will also have opportunity to collect different items that assist you as long as you're alive.

    Feel free to ask anything about the game if you are interested and give me some feedback about what you (don't) like, I'd appreciate it!

  • 2015-06-27 Update

    What's new:

    -New background things

    -Working HP bar + amount of damage dealt appearing after the hit

    -You can also see the player's dashing ability (needs some tweaking as well) but it was there before

    A .gif below (sorry for the quality lower than usual):

    Currently I'm working on tweaking anything that doesn't feel right to me, adding new enemies (two more are already drawn)

    and a few separate rooms to play around with.

    I'd be glad if you let me know what you think about it so far! Any opinions, questions and suggestions are welcome.

  • Thank you crypticblonde and mannygill99 for some good words,

    I appreciate that you took your time to step in here and comment on the project!

    2015-06-20 Update

    What's new:

    -The "poof" effect applied to dying enemies

    -Improved background (not finished yet)

    -Facial expression of the player being hurt

    Screenshot below (the health bar isn't working yet, I will prioritize it in the next update):

    Feel free to ask me anything about the project and let me know what do you think about it!

  • About:

    A team that consists of 2 people (including me) is working on a 2d roguelike platformer game being made in Construct 2.

    We are going to post weekly updates here, if you're interested feel free to ask anything.

    Media:

    2015-06-14

    2015-06-20

    2015-07-18 (the most recent)

  • .gif off a rogue-like game I'm currently working on

  • I like the idea of that smooth animating, turn arounds should be imo a lil faster tho. I also like the idea of head popping off, I don't see anything what's unclear in there.

    One bug I ran to twice. The character's stucking on this, and only this door and I can't do anything except restarting the game:

  • Some more screenshots off the rogue-like game I'm working on.

    -Added new enemy, Catbat

    -As ususal, tweaked some stuff

    -Added some variety to background

  • I'm not sure if that will help me, maybe I'm too newbie in this kind of stuff, but I will try to explain again. My rooms aren't based off grid tiles and they are all premade by me, all on separate layouts. Some of them have left/right entrances, some of them have up/down entrances, and some of them have left, right and up etc. just like Rogue Legacy for example. And my problem is, I don't know how to connect all those rooms based on the entrances, so there are no entrances going to nowhere and everything connects in a smart way. So I want to have rooms created by me be generated in random sequence with every run.

  • I'm currently working on a platformer rogue-like game but the thing I'm struggling with is generating the rooms in random sequence. All my rooms are premade but I want then to be generated in random sequence and connect properly.

    The rooms can be made of left/right entrance but sometimes also up/down or both up & down. They shouldn't repeat also. The thing is, how do I make them all connect properly and prevent the existence of entrances leading to nowhere? Some examples would be really appreciated.

  • Still working on finishing the Tripped Out alpha, my team's upcoming rogue-like-ish game.

    Added:

    -New basic attack, now you can throw your head in enemies direction.. or wherever you want.

    -Chest of Fate, gives one health & mana point [(WIP) + grants ability unique for the current run.]

    -Added 3 new levels.

    -Barrels now drop coin ocassionally.

    & fixed some bugs.

    Ignore the bad .gif quality.

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  • alvarop Thanks, always good to know that someone is interested!

    Adding more features, tweaking stuff, polishing details and making some playable levels to my team's upcoming rogue-like-ish game called Tripped Out. Still in pre-alpha.

  • Still working on mechanics in my upcoming rogue-like-ish type game.