mudmask's Forum Posts

  • Steady work on Galaxias - including new graphics and a new area.

  • Slight graphics update, preview of a new area with a new tileset and new enemy graphics. Also, the charger boss's eyes blink when he's going to charge you... kind of like Mike Tyson's Punch Out.

  • Elinewton - thank you!

    Quick update, just some simple first boss behavior (I of course took its health WAY down for debugging purposes.. you get me)

  • RandomFellow - ahh the pressure! thanks for checking it out

  • ryanrybot

    not quite as shiny and HD as Hole In The Earth, but here it is in action:

  • eliasfrost no joke, looking at some of the Razzia stuff you've come up with definitely played a part in jumping back in to this one.

  • ryanrybot ah thanks man. I guess I'll have to re-polish some of the other content too... content is king though right?

    I had some of your specific feedback in mind when planning how I was going to redo the weapon system. burnable enemies coming soon.

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  • thanks everyone!

    hypedigi, I do have a soundtrack that I'm putting together myself... but I'd be interested in hearing some of your stuff.

    brushfe - funny you should mention that, I'm trying to figure out if I should touch up the visual style just a tad. I would love to get some feedback on whether or not you or anyone felt like this was a good direction:

    What do you think? Too much? You can technically get away with 4 colors per sprite (as opposed to 3 - but maybe up to 6) in an 8bit game, if we're trying to remain purists here...

  • HR78 - thank you, I hope I'll be able to get you a final product sooner than later

  • I took some time off from this project of mine, now named Galaxias, and I'm back at it again with a lot of things I've learned from working on other projects. I want to use this thread to keep track of updates, for anyone interested in how the project is going.

    While a lot of the main engine was already working , I've made some major changes which include:

    • A new, modular skin system for easier suit customization (head, body, and legs are now all separate pieces)
    • A working Metroidvania style screen transition system (custom made)
    • Brand new weapons system - some-what inspired visually by Xenoblade Chronicles X
    • Exploration things like climbing ledges
    • Working on a drone system (shown below) - obviously this won't be something available from the get-go

    Some of you all might remember from a previous thread, I wasn't interested in making a fullscale metroidvania type game. But as I worked on more and more levels, and saw myself wanting to make larger and larger levels with depth and story, I felt like this was the best way to scratch that itch. I will still use the old level select system for side missions. But this will be the main scope of the game.

    For reference, some older threads can be found here:

    old

    older. like a year. dang homies.

    Screen / Layout Transitions

    (minimap needs to be reworked, since previously it automapped everything within 1 singular layout)

    Example of weapons system

    Drone exploration system test, with 8bit darkness goodness

    (I know, this probably breaks some 8bit rules. But nobody knows what 8bit is these days anyways)

    -

    12/17/2015 Update - Some Combat and New Suit Design Footage

    12/22/2015 Update - simple boss behavior and event flag setting.

    some update date - new graphics, new area, updated boss behavior

    12/30/2015 Update A functioning metroidvania style map and minimap, and some new HUD features, testing out some new body armor, etc.

    Building out a bit more of the scifi atmosphere - here we see a new landing pad and some antennae

    1/13/2015 some new boss AI and graphics

    --

    2/18/2016 working on another boss, this time utilizing Spriter for both the boss as well as the main character

    Thanks for checking this out. I'd love to post more updates here as things continue to move forward!

  • hey way to go - you've definitely invested quite a bit into this and I really think it shows! are you able to make levels pretty quickly with the engine you made? how do you win/lose?

  • RayKi - thanks for the idea, I did think about doing SOMETHING like that, but I didn't want the HUD to disappear.

  • Hello amigos,

    Was wondering if there was a way to take a snapshot of just a specific layer, or if there was a way to some how exclude a layer from a snapshot. Does anyone know if that's currently possible, or if there's a plugin of some kind that can achieve that?

  • Working on a little project for the Idle Thumbs Winter Wizard Jam.

    man that's looking really fun

  • Update - 11/5/2015

    Making steady progress - at a point where I've completed almost all of the features I'm wanting to put in here, and trying to stop adding more. Here's the title screen and a basic level selection screen (expedition map screen) with the very first playable level. Some things to come include at least 1 other playable character, a tutorial area, an in-game shop, and at least 1 unlockable world. It's possible that I will change Caver's palette to match the default NES colors... but maybe not.

    Thanks for the feedback so far!