7Soul's Recent Forum Activity

  • Please post the .capx so we can check it out

  • <center><img src="http://i.imgur.com/6pvkorR.png" border="0">

    <font color="black">

    Progress: <font color="green">####</font><font color="#AAA">################</font></font></center>

    Created during MiniLD #35, is now being continued to become a full game. Riker?k is a space shooter / exploration hybrid based on the great NES game The Guardian Legend.

    It's HTML5 and will be available in webgame portals such as Kongregate

    The final version will be free to play online, an it will be sold to mobile devices.

    <font size="5">Story</font>

    <hr>

    In the year 2201 Earth's space security agency detects an anomaly in the outskirts of our galaxy. Further investigation of it's radiation revealed it to be an enormous mass of dark matter, much greater than any quantity ever found. They kept an eye on it, as they were interested in the origins of such rare anomaly.

    Eight years later, they noticed the mass changing direction, and it was heading towards earth. It's approach was slow, but certainly fatal.

    A fleet of space ships is sent in its direction, taking few weeks to reach it somewhere near the orbit of Pluto.

    The mass revealed to be a massive ship, the size of Earth's Moon. Not much could be uncovered, as the ship immediately destroyed all of the human ships.

    And the same happened to anything Earth tried to throw at them.

    (story to be continued)

    <font size="5">The Game</font>

    <hr>

    The base game will be pretty much the same as the original. There are two game modes, Exploration and Shooter.

    Exploration mode is in top-down perspective, and you walk around rooms, much like the first Legend of Zelda. To progress into further areas in this mode, you must enter the corridors and defeat the boss.

    Shooter mode is your standard shoot'em up. The weapons you gather during exploration mode are most useful here.

    This game introduces the concept of Resources, that you gather from dead enemies. They are: Energy, Biocell, Metals and Dark Matter.

    -Energy replaces the Chips from the original game. It is the currency, and what your special weapons use as ammo. It's easier to find.

    -Biocell is used to power your shields. Can be found mostly by killing organic enemies.

    -Metals are used to create weapons and modules. You find it mostly by destroying scenery and metal enemies.

    -Dark Matter is used in certain upgrades and modules. It's really hard to find dark matter stable enough that you can pick up. Usually drops from bosses.

    <font size="5">Character Progression</font>

    <hr>

    Character

    • Level: You can level up just as the original game. Each level you get more HP and increase how much of each resource you can carry.
    • Chips: Chips will be something like equipments in this game. You can buy them or get them from bosses.

    There will be 3 types of Chips: Movement, Weapon and System.

    Movement Chips affect your movements, eg: speed, dash ability

    Weapon Chips affect your basic gun, eg: multiple bullets, damage against armor, shooting speed

    System Chips affect other things, eg: see invisible enemies, get more item drops

    Chips will each have a size, depending on how good it is, so you can equip fewer of the best ones, and more of the common ones

    • Special Weapons: There will be 10 special weapons. They are separated in 3 categories and use the respective resource to be used:

    Energy weapons, which uses Energy

    Physical weapons, which uses Metal

    and Prototype weapons, which uses Dark Matter

    The type of weapon can be strategically used to deal with different types of enemies.

    Other Items

    • Random drops: when you kill any enemy or bullet you might get a random drop. These include health and shield refill, or resources.

    <font size="5">Play</font>

    <hr>

    You can play the game that I made in two days, that started this project:

    Here's a playable TEST version

    Keys: C(confirm), X(shoot), Arrows(move)

    <font size="5">Images</font>

    <hr>

    <center>Title Screen

    <img src="http://i.imgur.com/pi3Mj.png" border="0">

    Shooter Segment (old image)

    <img src="http://i.imgur.com/R1Ieg.png" border="0">

    Exploration Segment

    <img src="http://i.imgur.com/SlyKgwL.png" border="0">

    Menu

    <img src="http://i.imgur.com/iu9ViWA.png" border="0"></center>

  • If not we'll give Amazon voucher equal to the price of the sweets.

    That's no candy but i'll take it

  • All shipping expenses covered?

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  • Are you using both recommended audio formats? http://www.scirra.com/manual/84/sounds-music

  • Hitting ctrl+E on a layout that has no event sheet attached to it will cause C2 to crash (r95)

  • Heres the updated video - Skip to 4:00 for the new stage I started last night. Enjoy the lighting of the torch!!

    -DMM

    http://youtu.be/E3crPKhQP-Y

    Words fail me to express how awesome this game is

  • Sure, but instead of Layout id (doesn't exist) you have to use Layout name

  • Name the layouts like "level1", "level2" and so on. Add a variable to the door called id.

    • On collision with door

    > go to layout ("level" & door.id)

    You just need to set the id to the number of the next level

  • Oh I see, I cant use "" in the link. Fixed now

  • Yes. Let's say the player moves 10 pixels each tick to the left. That's at 60 fps. Now let's say the frame rate drops to 30, that means he will be walking 50% slower, because the event will only run 30 times each second instead of 60. To counter that, you multiply the speed by delta-time, which will be low if the fps is high, and high if the fps is low, bringing consistency to the game.

    I was supposed to have linked this tutorial in my previous post, but I got it wrong

    Not to forget you can't expect the game to run the same way at say, 20 fps. If it's that low you can say the game is unplayable

  • It's because you are creating the boss every tick, so this means a boss is spawned 60 times each second

    Add an "Trigger once while true" condition there

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7Soul

Member since 15 Dec, 2010

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