angstloch's Recent Forum Activity

  • this is so cool. i go bankrupt all the time, but who cares. The music rocks!

  • tought this was about music

  • them blobs! X(

    good luck with it bruv!

  • thanks a lot guys, im glad you like it! yeah as for now its pretty pointless, everything. I'll post in the future about these and other design dilemmas i'm facing at the moment... im thinking a big sandbox with many missions, some badge system of sorts... well see!

    As for now, no CEO was harmed in the making of the mighty MEGAQÜEST – meaning I didn't spent no money at all in this project. Music and graphics were made with the demo version of FLStudio (which allows you export wave files but no save your projects, which was... interesting) and graphics with an obscure pixel art program calld characterMakerPro, believed freeware. And... yesss, i'm using a free version of C2 too! I know, I know what you gonna say: “if yer serious about game making...”, “its a very affordable price anyway”... Yeah, yeah I know. I'll most likely get me a personal licence sooner than not, but as for now I'm enjoying stretching the possibilities of the 100 events, I guess (after all the whole design is pretty restrictive, I mean colors etc, thus the code restriction feels almost stylish). Remember this is my first game, and even when the price is indeed reasonable, it's still a good fistful of gold... You could say I'm checking if I am indeed “serious into game making”.

    This also means that MEGAQÜEST is absolutely non-commercial at the moment, and the punk in me is alright with that.

    I'm attaching the capx for Mankind to see. [edit - dunno how to do that actually. anyway, is in the arcade: /edit] It combines some things that (I believe) are pretty cunning with others that (I'm conscious) are utterly silly. Needs some rework... Of course, event economy is essential, so I used no global vars (rather put em on the players sprite or somewhere), only one big clumsy eventsheet, no groups, etc. On the cunning side, i'm quite proud of what I did with them monsters (I call'm creeps) and npcs: small devices with local vars and the Dictionary object that allows me to create a theoretically infinite number of (classes of) them both without any use of events – that is, with no special rules, like poisoning or shooting, but different attributes like health, strength or speed; or different random dialogues for each npc class.

    On the silly side, Im not too happy with this system of tileset + invisible platforms – it's arduous and ingrate, and collisions aint as, well, reliable as they should (specially jumpThrus). I made the map with Tiled, but dunno how collisions work there, and as far as I know C2 wont import it anyway. Any idea, anybody?

    Have a look, whoever interested

    Aw yeah, I'm using r206 cos the new splash screen is ugly as f-

  • tis actually pretty adicting! the bkg tutorials are cool too.

    call me a lightweight, but whattabout autorefuel it each level? :S

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  • killah aesthetiks! congrats for the green, well done man!

  • hahah now thats it! incredibly cool. love the way you're showing the tips, reminds me of a graphic novel thing.

  • love the mood bro, but i keep dying in all kind of horrible manners! can't manage to jump the first spiky abyss...

  • haha really cool man! good luck in the undeground thing!

  • Time's arrived! MEGAQÜEST: DEMO OF DARKNESS is online!!

    (Yeah and it's been for a while, actually, I just never told u the link... which is...)

    megaquest.bitballoon.com

    (still no karma to post proper links, sorry)

    (notice: If u used this address before, u may need to refresh!)

    (edit: just uploaded to the arcade!

    www.scirra.com/arcade/adventure-games/megaquest-demo-of-darkness-2392

    my first arcade ever /edit)

    This little alpha thing was premiered last friday culturegamefest.com (although this version I bring ye tonight's got some amphibian fish-like enemies which are absolutely unaided before). I got a lot of kind and useful feedback there. My first festival ever... other than music festivals, that's it... which may explain the beer policy I kind of instinctively applied… shit i'm still hanging...

    What now? Well,

    • mechanics are still somewhat clumsy. There's still a long way to tweak. I've downloaded

      DrewMelton 's version of my earlier demo (cheers again man!) for inspiration and guidance.

    need to redo the music! I'm such a moron -- i made it in my laptop, with no decent speakers or headphones whatsoever. Now the bass is a bit overwhelming in some (most) themes. Well u learn.

    The overall gameflow is kinda sketched. Everything's a bit too random yet. I intend to suggest many “little stories”, mainly through interaction with npcs... but as for now they just utter some random, usually hostile sentence... There's indeed a lot of randomness everywhere that I need to limit somehow – for instance, there's these keys you get sometimes from certain enemies... and well, there's a random factor... so, sometimes you just play and play and never ever get a key... which is frustrating coz u cant open no chest... and... yeah...

    of course, as size does matter, we'll need more creeps, backgrounds, and more items, and npcs – more everything! and yeah, we definitely gonna need to get us some level bosses! Right, there's no levels as such – some area bosses then.

    As for now, play, plunder, ransack, and feed me back about it!

    Nixel well thanks a lot for your kind (and utterly outlandish) feedback! Praise is always nice when it comes from talented people (n thats why I love this forum).

  • luvly little game... or maybe not that little -- havent finished it yet! feels good, looks great, sounds cool. congrats!

  • 10 levels you say! game's cool but a bit too difficult for me... im playing on a pc and keep exploding all the time. gotta say im not much of a player anyway. i love the expressiveness of the middle aged man in his tiny rocket...

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angstloch

Member since 5 Mar, 2014

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