Bleak Fortress !

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Post » Mon Apr 14, 2014 3:56 am

Looks really good.

Could we have a chat about how you're going to integrate custom levels, tablet and dlc?! :D
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Post » Mon Apr 14, 2014 12:15 pm

Hi,

Thanks guys!

No i didn't make the graphics. I am more a programmer than an artist :-) so the graphics have been outsourced. The guys that made the graphics did an amazing job and if the campaign is a success i will definitivly ask him to add more to the game! The game is 100% made with Construct 2 using the Node-Webkit export which enable to publish a Linux and MacOSX port of the game. Only the native screen resolution changer have been coded in C# since Construct 2 is an HTML 5 based game.. there are Windows stuffs unavailable such changing native screen resolution that must be done using some other ways. I wanted badly to export this to OUYA or some more mobile platform but i am not sure yet if this will work due to the fact that my game is rather "OPEN" in the way that you can make your own scenarios in XML (Which one of the Android export doesn't support, i didn't tried Crosswalk but so far i have no evidence it support native file system access which is something needed at some point) but i will check out the options for sure.

Thanks for your comments! They are really motivating!
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Post » Mon Apr 14, 2014 12:17 pm

megatronx wrote:Looks really good.

Could we have a chat about how you're going to integrate custom levels, tablet and dlc?! :D


Why not! Send me a PM.
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Post » Mon Apr 14, 2014 1:52 pm

Well you definitly found some quality pixel artists to do your graphics for sure.

I read your tutorial for importing tile maps from Tiled into C2 Rushino. Are u using that method to build your game maps for this game?
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Post » Mon Apr 14, 2014 4:05 pm

Artpunk wrote:Well you definitly found some quality pixel artists to do your graphics for sure.

I read your tutorial for importing tile maps from Tiled into C2 Rushino. Are u using that method to build your game maps for this game?


Maps are created in Tiled and then the game read them.

So yes, i am using the same technique. The idea is that Tiled format is XML.. so basically you can do what you want. You only read what you need. There nothing fancy. But the format is open. Which mean anyone can modify it. This can be problematic with some games.. but not with mine cause anyway there is no reason to encrypt it or blocking access to it. If the player want a good experience... he won't cheat by opening the file and modifying it. He could but what the point in the end ?
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Post » Mon Apr 14, 2014 4:26 pm

Looks really nice! Woah, can't wait to try it. Demo soon? Hehe
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Post » Mon Apr 14, 2014 4:33 pm

Yes. Demo should be there pretty soon along with the Website. I am still polishing it. Keep in mind this will be a prototype through. Some major feature such tablet relay pirating and ennemies.. won't be implemented yet. The idea is simply to show the feel of the game. I plan to add more effects too.
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Post » Mon Apr 14, 2014 4:36 pm

For sure, for sure. That's what demos are all about. Can't wait to see this in action, though.
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Post » Mon Apr 14, 2014 11:32 pm

Rushino wrote:Maps are created in Tiled and then the game read them.

So yes, i am using the same technique. The idea is that Tiled format is XML.. so basically you can do what you want. You only read what you need. There nothing fancy. But the format is open. Which mean anyone can modify it. This can be problematic with some games.. but not with mine cause anyway there is no reason to encrypt it or blocking access to it. If the player want a good experience... he won't cheat by opening the file and modifying it. He could but what the point in the end ?



I am interested to know why you made a system for working with Tiled Rushino? Do you feel like the C2 native support for tilemaps is not strong enough or something? I was reading about C2's tilemap support and it seems like C2 can do everything that Tiled is able to do? Do you find it easier to make the game maps in Tiled or something?

scirra.com/blog/131/construct-2-now-supports-tilemaps
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Post » Tue Apr 15, 2014 12:59 am

Artpunk wrote:
Rushino wrote:Maps are created in Tiled and then the game read them.

So yes, i am using the same technique. The idea is that Tiled format is XML.. so basically you can do what you want. You only read what you need. There nothing fancy. But the format is open. Which mean anyone can modify it. This can be problematic with some games.. but not with mine cause anyway there is no reason to encrypt it or blocking access to it. If the player want a good experience... he won't cheat by opening the file and modifying it. He could but what the point in the end ?



I am interested to know why you made a system for working with Tiled Rushino? Do you feel like the C2 native support for tilemaps is not strong enough or something? I was reading about C2's tilemap support and it seems like C2 can do everything that Tiled is able to do? Do you find it easier to make the game maps in Tiled or something?

scirra.com/blog/131/construct-2-now-supports-tilemaps


Well, there many reasons. Sure levels could be done directly in C2 with tilemap, but there are caveats unfortunally. The idea here was to make the game somewhat open to levels making and DLC.

1- Yes, it is easier to work with Tiled to make the maps and i have the ability to save the file in the end.
2- The screenshot doesn't show it.. but there can be easily 100 levels connected. So that mean one frame per level.. plus you have to add an instance of each objects you gonna use. Not talking also about the inventory which have to fellow each level.. This is not one frame with the 100 levels togheter. Each levels are seperated and loaded dynamically. For me this is a lots easier to work with. I did that also for increasing performance in case i export it to another platform. I wanted a metroid kind of game where levels feel connected to each other.
3- Tiled have some useful features for tilemap such filling tiles.
4- I can work with a level designer which is currently what i am about to do.
5- Its possible to bring DLC levels in without having to remake a whole build.
6- Players will be able to make their own levels at some point.
7- Easier for me to make the minimap. All i have to do is when i load all the levels internally i simply create the necessary data for the minimap aswell.
8- Etc...

I could also have done a custom one.. but why not reusing what already there ? Tiled is open source and work very well for my needs.
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